CODE_OF_CONDUCT

Contributor Covenant Code of Conduct

Our Pledge

In the interest of fostering an open and welcoming environment, we as contributors and maintainers pledge to making participation in our project and our community a harassment-free experience for everyone, regardless of age, body size, disability, ethnicity, sex characteristics, gender identity and expression, level of experience, education, socio-economic status, nationality, personal appearance, race, religion, or sexual identity and orientation.

Our Standards

Examples of behavior that contributes to creating a positive environment include:

Examples of unacceptable behavior by participants include:

Our Responsibilities

Project maintainers are responsible for clarifying the standards of acceptable behavior and are expected to take appropriate and fair corrective action in response to any instances of unacceptable behavior.

Project maintainers have the right and responsibility to remove, edit, or reject comments, commits, code, wiki edits, issues, and other contributions that are not aligned to this Code of Conduct, or to ban temporarily or permanently any contributor for other behaviors that they deem inappropriate, threatening, offensive, or harmful.

Scope

This Code of Conduct applies both within project spaces and in public spaces when an individual is representing the project or its community. Examples of representing a project or community include using an official project e-mail address, posting via an official social media account, or acting as an appointed representative at an online or offline event. Representation of a project may be further defined and clarified by project maintainers.

Enforcement

Instances of abusive, harassing, or otherwise unacceptable behavior may be reported by contacting the project team at staff-drassil@googlegroups.com. All complaints will be reviewed and investigated and will result in a response that is deemed necessary and appropriate to the circumstances. The project team is obligated to maintain confidentiality with regard to the reporter of an incident. Further details of specific enforcement policies may be posted separately.

Project maintainers who do not follow or enforce the Code of Conduct in good faith may face temporary or permanent repercussions as determined by other members of the project's leadership.

Attribution

This Code of Conduct is adapted from the Contributor Covenant, version 1.4, available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html

For answers to common questions about this code of conduct, see https://www.contributor-covenant.org/faq

CONTRIBUTING

If you want to send a pull request to our project and the github editor is not enough, then you can:

  1. Fork or copy this repository.

  2. Clone on your local environment and run your git-wiki installation following this guide

  3. Do your changes, push on your fork and create a Pull Request for us.

index


title: main page

What is this?

Civilization 13 (formerly 1713) is a free game based on Space Station 13 code and using the BYOND platform, which features several epochs of human history. (hence the name).

It features both Roleplay-oriented and Team-Deathmatch modes, with the main one being Nomads, in which you need to bring your civilization from the Stone Age to the Modern Age.

To contribute, edit a page using the links on the top right. You will need a github account. For more information check the guide here.

Official TDM Server | Official RP/Nomads Server | Official Persistence Server | Discord | Github


Getting started

Other Things

Contributing to this Wiki

Games (similar games and inspirations)

PULL_REQUEST_TEMPLATE

Description

Related Issue

Motivation and Context

How Has This Been Tested?

Screenshots (if appropriate):

README

Civ13 Wiki

Jekyll site CI GitHub code size in bytes GitHub repo size

Access it here

it's a modular and fully featured wiki powered by git-wiki-theme for Jekyll, github pages and pull-requests!

Features

Instructions and full documentation: http://drassil.github.io/git-wiki

Icons made by Freepik and ultimatearm from www.flaticon.com

bug_report


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feature_request


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general


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Blacksmith

Blacksmith

Being a blacksmith is fairly easy. Get iron or steel, craft things, sell those things. But theres more than just that!

Setting Up

A typical set up for a Blacksmith is first, a Smithy. Make a nice place you can craft your things, it's usually good to have it combined with a store behind locked doors. You'll need an anvil, and optionally you could have a stone furnace for making steel etc. as well as an oven for smelting iron. Optionally (and probably a good thing to do) is make the smithing area itself from stone, not wood, since wood doesn't make much sense around hot metal.

The Job

The main thing you're gonna be doing is selling to the public, weapons. If allowed. Otherwise sell to any available merchant so they can export it. A good thing generally to make for them to sell is muskets and other guns. Swords don't export for much and are still costly on iron. Guns the merchant can give you a good slice of reales, though, you should never take anything less thank 2x the iron amount it took to make. Such as a musket, 30 iron, you shouldn't take less than 60 reales and thats just breaking it even. Though the merchant is probably gonna be your best friend in terms of business. The rest, is up to you to decide.

Camp

Camp

Camp is set in France, The British and The French are trying to capture the castle in the middle of the map.

Factions

Leadership

Each side has a Lord and Knight, the Lord is in charge of the entire faction, the Knight is usually a Marshal of their lord they have to control the military.

Civilizations_and_Nomads

Civilizations and Nomads

"I'm cold and starving, WHAT DO I DO?"

- A confused player

What is Civilizations and Nomads mode?

In Nomads, everyone spawns without any predetermined roles or Factions. The map is a complete wilderness, ready to be explored and settled. There are no prebuilt structures, except for occasional ancient ruins.

You can stay factionless (a nomad), create your own faction or join an existing one. Only members of a faction can research new technologies and accumulate research points.

A map may have one or more ethnicities, each speaking its own language initially incomprehensible to a speaker of a different language. On certain maps you can choose who you spawn as, while on other maps it is random.

There is no predetermined goal.

What will each civilization desire? Military power? World domination? Scholars with advanced technology? Mass resource output and production? Commerce and trade? Raiding? It’s up to you or your leaders to decide!

What is RP Map mode?

In the RP mode, everyone chooses a role to play as before spawning. There may be one or more preset factions. The map has some prebuilt structures, but there is also plenty of space to expand with new buildings.

In this mode, the research level is fixed and cannot be advanced. In other words, the epoch is static (Middle Ages - 1013; Wild West - 1873; certain decades of the 20th century - 1940s, 1990s, etc.)

There may or may not be specific goals, which are listed at the start of the round. A brief outline for goals on different maps where they are present (mostly accumulating points for factions under certain conditions):

Maps without a set goal:

What else is there?

There are also other modes and maps which are, effectively, a mix of the previous two modes, with a number of extra features. Currently it includes:

Becoming Civilized

Perhaps you have noticed that your ability to craft things is a bit limited in comparison to other people, and you would like to make more. Perhaps you are finding surviving alone difficult. Perhaps you enjoy the company and roleplay opportunity that comes with engaging with other players. If those apply to you, then you should consider joining or starting a faction.

The benefits of joining or assembling a faction:

Factions

Factions are basically "teams". Everyone in the same faction shares the same research points, and everyone in the faction contributes to everyone else when they perform research.

But that also means that lazy people can take advantage of your technology and resources and not contribute a thing...

A small tight-knit group of workers that contribute is often better off than a large group of slackers that just consume.

Pick your members wisely! Or cunningly use them to your advantage...

Work smart, not hard!

General

As a Leader

As a Member

Research

Research is one of the most important aspects of Civilizations and Nomads. It is with it that your faction can unlock new craftables and better equipment!

A small faction with advanced research and guns can usually topple the big group of unga dunga cavemen armed with bows and arrows.

There are currently 4 (more like 4.5) modes of research.

Research mode is voted at the lobby, before the game begins.

Remember, you need to create or join a faction to save research points!

Classic Research

The original research method! And the most tedious...

Use a Research Kit on Scientific Literature, Scientific Rock Slate, Scientific Books, or Bookcases.

You can make those with the following materials: wood, bamboo, stone, sandstone and marble.

The points you get depend on how advanced the person who wrote the literature was, and what is the subject of their writing.

TIP: If you are struggling with your own research, progressing slowly, it might be a good idea to see if any neighboring factions will let you study their bookcases! Buy, trade, and negotiate access to them to boost your research. Or fight them, rob them... Get creative! (within the rules)

Auto Research

As the name suggests, all factions in the world gain the same amount of points in all areas at the same rate, without doing anything.

Sit back and relax. Or go plan a war against that one guy who looked at you funny.

Just remember, if you can make guns, so can they...

Resource-Based Research

In this mode, you create a Research Bench with wood, place any items on it, and select a category to research.

This means that this mode rewards productivity and exploitation of natural resources. No slacking off!

Different items are worth different amounts.

Experiment!

Chad Mode

It started as a joke, now it's too late to go back...

Essentially it is No Research, but without any IC rules whatsoever.

Really. You can do anything you want, without any bwoinks. EXCEPT FOR ERP.

Chad Mode+

Just like Chad Mode, but with research! To do chad research, build an Altar of Chad. Slam living or dead people on it, and you get a bunch of research points - it's that easy! Living are worth 12, dead - 8.

If a faction member is sacrificed to advance a certain category of research, that faction loses all their research points in that category!

No Research

In this mode, you're stuck in the epoch you started in, with all technology of that epoch unlocked.

Research mechanics won't yield any improvements.

The Research Milestones

A list of the most important technology that you'll unlock, and at what research level. This is just a list of major milestones- For the full list of craftables (over 700!) with all the costs and necessary research levels, check Full Crafting List.

Industrial

Military

Health

Blacksmithing

Gunsmithing

Environments

The environment lives and breathes and will be the single biggest factor that influences your life!

Each map has either a single biome or several different ones.

There are seasons of the year, effects of which are different in every biome. Some biomes have four seasons, while others have only two.

On large maps with multiple biomes each biome has its own list of plants that could be grown there. Many plants also grow only in certain seasons. See the Guide to Farming.

To determine the biome you are in, read the descriptions below and look at your surroundings. Looking at the map of Pangea that has almost every biome may also help. From top to bottom: Tundra, Taiga (roughly the southern half of the snowed area, before the northern mountains), Temperate, Semi-Arid, Desert, Savanna, Jungle. The one biome missing is Sea.

Biomes and seasons

Tundra

Seasons:

Taiga

Similar to Tundra in many regards, but considerably more trees.

Temperate

Plenty of trees and grassy meadows ("wild grass" tiles).

Seasons:

Sea

Smaller islands on larger maps usually have this biome.

Semi-Arid

Large expanses of dry dirt with occasional groves.

Desert

Sand. Lots of sand.

Seasons:

Savanna

Wide plains covered with sunburnt dry grass. Acacia trees are a common sight here.

Jungle

Lush vegetation with massive jungle trees and large bushes; thick jungle grass covers the ground.

Seasons:

Nomads maps

See Nomads Maps.

Colony

Colony Building RP

Here you still follow most of the rules of nomads save for all the faction warring etc. since they can't happen. This is an HRP map, grey tiding and meming shittery will not be tolerated. There are an assortment of jobs available, however don't choose an important one if you're just gonna go SSD after 5 minutes. Thats how you get job banned. Here's a table of these jobs.

| Job Title | Desc | Difficulty | Image | | ------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------- | ------------------------------------------------------------------------------------------------------------------------ | | Governor | Lead and organize the colony! You are in charge of the treasury, communications with other colonies and organizing the town guard. You should establish a good trade and economy, or try to, via importing and exporting materials. Make sure you write some laws about weaponry and keep the streets safe and organized! You should restrict buildings to the Architect's approval. | Hard | image | | Head Architect | Direct the carpenters to work on buildings, plan out your building layouts, yell at that basic colonist who used all the resources to make his house, and argue with the governor about everything. | Almost Impossible | image | | Head Colony Security | You are in charge of all the Guards in the colony. You're job is to organize them and bring law to the streets, and enforce whatever laws the Governor writes up. Do not enforce laws like weapon prohibition when it's not written, only capital crimes such as murder and theft. If the Governor is a dictator, rally your men and revolt! Just make sure the colony is peaceful. | Hard | image | | Colony Security | You're job is to organize them and bring law to the streets, and enforce whatever laws the Governor writes up. Do not enforce laws like weapon prohibition when it's not written, only capital crimes such as murder and theft. You must follow the orders of your superiors unless you don't agree with their orders (such as kill innocent colonists). | Moderately Hard | image | | Merchant | Sell the colony goods and make profit to buy more goods such as cows, chickens, seeds etc. Don't trust him though as he can be very (((sneaky))) around ungas. | Medium | image | | Carpenter | Gather wood, make roads, and build buildings. You should always take orders from the architect as he is experienced in this profession! | Easy | image | | Farmer | Help the colony by producing cash crops that the merchant can sell, milk the cows and feed the chickens seeds, and generally be the colony's most useful asset if played correctly! DON'T BUILD RIGHT IN THE MAIN COLONY, ESPECIALLY NEXT TO THE FIELD! | Easy | image | | Blacksmith | Your job is to take orders from the watch and make guns, swords, or ammunition for them, or even civilians if authorized by the Governor. Be careful, it's best to keep the Colonists unarmed! Might prevent an uprising. | Easy | image | | Priest | Spread the word of God, run around and call people heretics, get the carpenters to make you a church, and hag the governor that he's straying from God's path. | Easy | image | | Basic Colonist | Create your story and background, help around the colony, and find yourself an occupation for your character to be known for. | Easiest | image | | Colony Medic | You're in charge of keeping everyone in the colony healthy, ranging from surgery, to bandaging a booboo, or even treating those sick with the flu. You're their caretaker, whether you charge for your services or not. | Moderately Hard | image | | Inn Keeper | You must build and inn with rooms to stay (at least 4) and charge them a fee for staying there. Probably best that it acts as a diner/tavern too, but thats up to you and the carpenter you commission. | Almost Impossible to fuck up | image |

Colony_Medic

Colony Medic

Building A Medical Clinic

One of the first things you should do as a medic is try and get a medical clinic built. Usually you should talk to the Governor or Head Architect about its construction, but if there are none, try to commission a carpenter. Your Medical Clinic should be equipped with multiple beds to lay the waiting wounded, at least one operating room, and a stockpile of trauma and burn kits. If you're forced to scavenge try Healing Herbs instead of the Trauma Kits.

Your Job

You must take care of the colonists and make sure they're in top health. This includes the heavily wounded requiring surgery, to the guy who got a slap on the face for hitting on a nun. Even treat people with the flu. Your duties are not little and should not be taken lightly. If you wish to charge a fee for your medical services or not, is up to you to decide.

Other Info

Requirements:

  1. Know Surgery or have the guide ready
  2. Know how to treat wounded without Hesitation
  3. Learn to know what people are suffering from without a book just in case
  4. Quick hands, surgery needs to be quick, there are others wounded!
  5. Clean your fucking hands degenerate!

Challenges:

  1. Pile up of wounded
  2. Being murdered by deranged colonists
  3. Being murdered by assholish security
  4. Being murdered in General, it's a real problem sadly.
  5. Being under equipped for your job.

Medical Guide Link (Guide to Medical)

Contributing_to_the_Wiki

Contributing to the Wiki

You can check what pages need fixing/content on the github Issues section.

Since this wiki is hosted on github pages using static Jekyll pages, it works slighly different from a regularly hosted wiki.

However, don't worry! It is simpler than it seems. You do not need to download the code (altough you can if you want to edit it locally). Follow the steps below:

1) If you do not have one yet, register for a Github Account here.

2) Fork the wiki by going to the main project page here and pressing the Fork button on the top right.

image

3) Go to your fork of the wiki (will be something like YOURUSERNAME.github.com/civ13-wiki), open settings, and scroll down to GitHub Pages. Make sure it looks similar to the screenshot below by activating Github Pages:

image

4) Your fork of the wiki is now live! You can now open the wiki using the link shown there. It will look similar to https://YOURUSERNAME.github.io/civ13-wiki

5) You're all set! Just edit by either creating a new page, or selecting edit on the top right menu, like the image below:

image

6) The wiki pages are written in markdown and have the .md extension - for more information on the markdown language and how to type in bold, italic, and so on, check this page. They are located in the wiki/ folder. If you add any images, put them in assets/images/. You can also use HTML on the pages if you need to, but its the best practice to keep to markdown unless its something you need html for (i.e., sortable tables).

7) When you feel that your changes are good enough, just open a pull request to the main repository (the one you forked), and if accepted, it will be displayed on the page! To open a pull request, go to the master branch (our github page) and click Pull Requests then New Pull Request.

8) Make sure you regularly update your repository to keep it up to date! You can do this using pull requests from master. Open your fork page on github and click Pull Request as per the image below:

image

Or in your fork page on github click on Fetch Upstream, it will update your fork to have all the merged pull requests of the Civ-13 master.

Images

While you can link external images using either markdown or html tags, we recommend that you upload them to assets/images/ and link them from there. Make sure they have a unique name as to not replace current images!

Downloading the code

If you prefer to edit the files locally, and/or want to experiment with the website layout, follow the steps below:

  1. If you haven't, follow the steps 1 and 2 on the list above.

  2. Using your preferred git client, download your fork (If you have no idea of what I'm talking about, use GitHub Desktop).

  3. You will need Ruby and Jekyll installed. If you do not have it yet, follow Jekyll's guide here.

  4. Open the command line on whatever operating system you are using (Terminal on Linux and MacOS, cmd or PowerShell on Windows), navigate to the civ13-wiki/ folder and run bundle install to update all the Ruby requirements.

  5. You can now compile and run your local build! Run bundle exec jekyll serve and wait for it to compile. Then you can view the website by opening your browser and navigating to http://localhost:4000.

Features

Instructions and full documentation: http://drassil.github.io/git-wiki

Crafting_Skill_Level_Requirements

Crafting Skill Level Requirements

Skill level Unlocks
1 Crafting:
locked doors
1.1 Crafting:
walls
well
1.25 Crafting:
fire lance
moai
long moai
monumental sandstone obelisk
monumental stone megalith
1.35 Crafting:
motorcycle frame
fuel pump
hand cannon
dragoon helmet
monumental crucero cross
stone statue
sandstone statue
grandfather clock
1.5 Using:
gunsmithing bench (only with a blueprint)
1.55 Crafting:
arquebus
matchlock musket
monumental stone pillar
monumental ominous statue of the deep-one
monumental ominous statue of the evil-one
monumental ominous statue of the outsider
monumental stone buddha
monumental saint statue
1.7 Using:
anvils
1.8 Crafting:
cannon
catapult
spadroon
bronze arming sword
bronze small sword
copper small sword
1.9 Crafting:
locomotive
2 Crafting:
paintings
monumental marble statue of venus
monumental bronze statue of karl marx
2.2 Crafting:
electronic circuits
2.5 Crafting:
gun blueprint (at the gunsmithing bench)

Food_Decay_Times

Food Decay Times

Most tables are sortable - click the headers.


Grown products details

show/hide grown products details
Product Decay (minutes)
Tea leaves (contains 10 tea) - condiment - jungle • savanna • sea • semi-arid - will grow at all seasons
• just transfer it to liquid container to drink
show/hide tea reactions     • tea and 1 ice will react to 3 iced tea
-
Coffee (contains 15 coffee) - food (satisfaction +8) - jungle • savanna • desert • semi-arid - will grow at all seasons
• put in liquid container to make 15 coffee
show/hide coffee reactions     • 2 coffee and 1 ice will react to 3 iced coffee
    • 1 irish cream and 1 coffee will react to 2 irish coffee
    • 1 coffee and 1 milk will react to 2 cafe latte
180
Sugarcane sugar (contains 30 sugar) - condiment - jungle • savanna • sea - will grow at all seasons
show/hide sugar reactions     • 1 sugar, 1 tramadol and 1 water will react to 3 paracetamol
    • 1 acetone, 1 sugar, 1 diethylamine and 1 potassium chloride will react to 5 adrenaline
    • 4 sugar and 1 chloral hydrate will react to 5 soporific toxin (if no phosphorus in container)
    • 1 water 1 salt and 1 sugar will react to 2 saline glucose solution
    • 3 sugar and 1 water will react to 1 rum (with 5 enzyme as catalyst)
    • 3 sugar and 1 juniper juice will react to 1 gin (with 5 enzyme as catalyst)
    • 1 phosphorus, 1 sugar and 1 saltpeter [potassium] will react to 0.4 chemsmoke; that reaction will take all reagents from holder and they will used in created smoke
    • it's not a joke, but 1 sugar, 1 carbon and 1 acetone will react to 3 ″″ reagent (annihilated)!
    • 2 sugar, 3 egg yolk and 10 flour must react to sweet dough, but will annihilated; also egg yolk is unobtainable now
    • 1 sugar and 1 water will not react to 2 mead (with 5 enzyme as catalyst), because inherited with another ″mead″ reaction from honey, that is unobtainable now
    • 1 lemon juice, 1 sugar and 1 water will react to 3 lemonade, but lemon juice is unobtainable now
-
Grapes bunch (contains 1 nutriment) - food (satisfaction +4) - temperate • desert • sea • semi-arid - not grow at winter season
• put in liquid container to make 5 grape juice
show/hide grape juice reactions     • 10 grape juice will react to 10 wine (with 5 enzyme as catalyst)
12
Olives bunch (contains 1 nutriment) - food (satisfaction 0) - temperate • desert • sea • semi-arid - will grow at all seasons
• put in liquid container to make 6 olive oil
show/hide olive oil using     • lantern can be refueled for 2 minutes with 1 olive oil
    • biofuel refinery can be filled with olive oil from barrel; 10 olive oil will refined to 7 biodiesel
    • iron furnace can be fueled for 30 seconds with 1 olive oil
    • hot bulb engine can be fueled with olive oil
    • turbine engine can be fueled with olive oil
    • boiling oil pot can be filled with 50 of a mixture of olive oil and fat oil (or pure olive oil)
    • olive oil in sufficient quantity can be poured onto the ground in a mess, which can be set on fire with a torch
    • olive oil can cause vomiting if it enters the bloodstream
20
Mushrooms (contains 1 nutriment) - food (satisfaction +4) - any biome and underground too - will grow at all seasons
*no need to water
30
Psilocybin mushroom (contains 30 THC and 1 nutriment) - food (satisfaction +10) - any biome and underground too - will grow at all seasons
*no need to water
35
Banana (contains 1 nutriment) - food (satisfaction +6) - jungle • savanna - will grow at all seasons 15
Apricot (contains 1 nutriment) - food (satisfaction +6) - jungle • temperate • desert • savanna - will grow at all seasons 15
Cherry (contains 1 nutriment) - food (satisfaction +6) - jungle • temperate • desert • savanna - will grow at all seasons 15
Sapote (contains 1 nutriment and 2 sapote juice) - food (satisfaction 0) - jungle • temperate - will grow at all seasons
• put in liquid container to make 4 sapote juice
60
Sapodilla (contains 1 nutriment and 5 sapodilla juice) - food (satisfaction 0) - jungle • sea - will grow at all seasons
• put in liquid container to make 10 sapodilla juice
60
Watermelon (contains 1 nutriment) - food (satisfaction +4) - desert • semiarid • jungle - will grow at summer, spring and wet season
• slice to make 12 watermelon slices
20
Pumpkin (contains 1 nutriment) - food (satisfaction +4) - temperate • taiga • tundra - will grow at all seasons
• slice to make 12 pumpkin slices
100
Lemon (contains 1 nutriment) - food (satisfaction +1) - temperate • desert • sea • semi-arid • jungle - will grow at all seasons 100
Lime (contains 1 nutriment) - food (satisfaction +1) - temperate • desert • sea • semi-arid • jungle - will grow at all seasons 100
Orange (contains 1 nutriment) - food (satisfaction +3) - temperate • desert • sea • semi-arid • jungle - will grow at all seasons 100
Apple (contains 1 nutriment) - food (satisfaction +3) - temperate • tundra • taiga • sea • semiarid - will grow at all seasons
• put in liquid container to make 10 apple juice
show/hide apple juice reactions     • 10 apple juice will react to 10 cider (with 5 enzyme as catalyst)
50
Coconut (contains 15 water and 1 nutriment) - food (satisfaction +3) - sea • jungle - will grow at all seasons 150
Wheat (contains 1 nutriment) - food (satisfaction -2) - temperate • tundra • taiga • sea • desert • semi-arid - not grow at winter and dry season
• mill to make wheat flour
• you can feed this to different animals (see below)
• put in empty fermentation starter jar for yeast
5000
Rice stalk (contains 1 nutriment) - food (satisfaction -2) - jungle • savanna • sea - will grow at all seasons
• mill to make rice
• you can feed this to different animals (see below)
• put in empty fermentation starter jar for yeast
• put in liquid container to make 5 rice paste
show/hide rice paste reactions     • 10 rice paste will react to 5 sake (with 5 enzyme as catalyst)
-
Oat (contains 1 nutriment) - food (satisfaction -2) - temperate • tundra • taiga • sea - not grow at winter and dry season
• mill to make oat flour
• you can feed this to different animals (see below)
• put in empty fermentation starter jar for yeast
2000
Barley (contains 1 nutriment) - food (satisfaction -2) - semi-arid • temperate • taiga • sea - not grow at winter and dry season
• mill to make barley flour
• you can feed this to different animals (see below)
• put in empty fermentation starter jar for yeast
2000
Tomato (contains 1 nutriment) - food (satisfaction +3) - temperate • sea • semi-arid • desert • jungle • savanna - not grow at fall and winter
*You can throw tomatoes at humans.
15
Potato (contains 1 nutriment) - food (satisfaction -3) - temperate • taiga • semi-arid - will grow at all seasons
• use knifeon it to make raw potato sticks
• put in liquid container to make 5 potato juice
*may be turned in a green potato if left on the floor
show/hide potato juice reactions     • 10 potato juice will react to 5 vodka (with 5 enzyme as catalyst)
700
Green potato (contains 10 solanine and 1 nutriment) - food (satisfaction -3) - can't be grown
*every 1 solanine give 5 toxin damage when in bloodstream
94
Beans (contains 1 nutriment) - food (satisfaction 0) - temperate • savanna • desert • sea • semi-arid • taiga - will grow at all seasons 1000
Cabbage (contains 1 nutriment) - food (satisfaction 0) - temperate • tundra • taiga • sea • semi-arid - will grow at all seasons 20
Carrot (contains 1 nutriment) - food (satisfaction 0) - any biome - will grow at all seasons 25
Parsnip (contains 2 sugar and 1 nutriment) - food (satisfaction 0) - temperate • semi-arid - will grow at all seasons 60
Zucchini (contains 5 zucchini juice and 1 nutriment) - food (satisfaction 0) - temperate • sea • jungle - will grow at all seasons
*zucchini juice - a drink that you will drink if you eat zucchini
60
Celery (contains 8 celery juice and 1 nutriment) - food (satisfaction 0) - temperate • semi-arid • sea • jungle - will grow at all seasons 60
Parsley (contains 15 parsley nutriment and 1 nutriment) - food (satisfaction +2) - temperate • semi-arid • sea - will grow at all seasons
*parsley nutriment is a nutriment that has 4% nutriment factor compared to the common nutriment. Thus, 1 parsley is 1.6 times more nutritious than one potato.
90
Red pepper (contains 1 nutriment and 8 capsaicin oil) - food (satisfaction 0) - temperate • semi-arid • sea • desert - will grow at all seasons
show/hide capsaicin oil reactions     • 2 capsaicin oil will react to 1 condensed capsaicin (with 5 tungsten as catalyst)
60
Liquorice (contains 1 nutriment and 8 liquorice) - food (satisfaction 0) - temperate • semi-arid • sea • desert - will grow at all seasons
*liquorice - a drink that you will drink if you eat this root
-
Corn (contains 1 nutriment) - food (satisfaction +2) - temperate • jungle • savanna • desert • sea • semi-arid • taiga - not grow at fall and winter
• put in liquid container to make 5 corn oil
• use it for make a cob pipe

show/hide corn oil reactions     • 3 corn oil and 1 sulphuric acid will react to 3 glycerol
    • 3 corn oil and 1 hydrochloric acid will react to 3 glycerol
*1 glycerol with 1 saltpeter will react to 2 nitroglycerin
**2 nitroglycerin can be filled to empty dynamite stick to make filled dynamite stick
***attach rope to filled dynamite stick to make finished dynamite stick
****empty dynamite stick is made from wood
10
Juniper (contains 5 juniper nutriment and 1 nutriment) - food (satisfaction 0) - tundra • taiga • temperate - will grow at all seasons
• put in liquid container to make 6 juniper juice
*juniper nutriment is a nutriment that has 2% nutriment factor compared to the common nutriment. Thus, 1 juniper berry is 1.1 times more nutritious than one potato.
**juniper juice is not a drink, but nutriment that has a 3% nutritional factor compared to regular nutriment. Thus, 6 juniper juice crushed into liquid container, when consumed, will provide 0.18 nutrients compared to one potato.
show/hide juniper juice reactions     • 1 juniper juice and 3 sugar will react to 1 gin (with 5 enzyme as catalyst)
60
Agave (contains 10 agave and 1 nutriment) - food (satisfaction 0) - desert • semi-arid - will grow at all seasons
• put in liquid container to make 10 agave (drink)
show/hide agave reactions     • 5 agave and 2 water will react to 2 mezcal (with 5 enzyme as catalyst)
60
Chinchona (contains 10 quinine) - food (satisfaction 0) - in wild only - will regrow after harvesting (300 seconds)
• put in liquid container to make 10 quinine
*has no seeds
**can be harvested from the wild or taken from pot with trowel

***can be planted in a pot for later use (but it's more efficient to store quinine as a drink since it can't be grown but only collected in nature)
****quinine - a drink that treat malaria, quinine also relieves drowsiness and reduces body temperature to 36.9 degrees
70
Healing herbs (not a reagent container) - stackable item - temperate • semi-arid • sea • jungle - will grow at all seasons
• use them on wounds to disinfect, salving and heal brute damage
*can be collected from jungle bushes (small vegetation) with knife with 25% chance (new will re-grow after 300 seconds)
**has no seeds, just plant them in ploughed field
-
Peyote (contains 5 peyote) - food (satisfaction 0) - desert - will grow at all seasons
• put in pipe to smoke or eat as is (5 peyote)
120
Poppy (not a reagent container) - stackable material - jungle • savanna • desert - will grow at all seasons
• craft an opium ball out of 3, that will contain 5 opium
    • put opium ball in pipe to smoke or eat as is (5 opium)
show/hide opium reactions     • 1 opium, 1 ethanol and 1 acetone will react to 3 tramadol
-
Tobacco fresh leaves (not a reagent container) - stackable material - desert • jungle • savanna • semi-arid - will grow at all seasons
• hang it on a dehydrator to dry it to dried tobacco leaves
• offer it to religious totem for 12 power each
-
Tobacco dried leaves (not a reagent container) - stackable material - can't be grown
• put in pipe to smoke (15 nicotine)
• craft a cigar out of 3, that will contain 30 nicotine
• craft a cuban cigar out of 5, that will contain 40 nicotine
• craft a cigar out of 2, that will contain 15 nicotine
• offer it to religious totem for 12 power each
-
Coca leaves (not a reagent container) - stackable material - jungle • savanna - will grow at all seasons
• craft a pile of cocaine out of 10, that will contain 25 cocaine
• attack pile of cocaine by hand to make cocaine line with 5 cocaine
show/hide cocaine reactions     • 1 cocaine and 10 wine must react to 10 coca wine (with 5 enzyme as catalyst), but will annihilated, because reagent coca wine doesn't exists
-
Hemp (not a reagent container) - stackable material - jungle • savanna • sea • semi-arid • desert - not grow at winter
• craft a rope out of 1
• craft a joint out of 2, that will contain 30 THC
• put 2 to a retting trough to soak it to 1 retted fabric
-
Flax (not a reagent container) - stackable material - temperate • taiga • tundra - will grow at all seasons
• craft a rope out of 1
• put 2 to a retting trough to soak it to 1 retted fabric
-
Cotton pile (not a reagent container) - stackable material - temperate • desert • sea • semi-arid - not grow at fall and winter
• put in liquid container to make 1 purified cotton from each 1
• weave it on loom to make 1 cloth from each 1
show/hide purified cotton reactions     • 1 cotton and 1 saltpeter [potassium] will react to 2 nitrocellulose (danger, it will explode!)
    • 1 cotton and 1 gasoline will react to 1 napalm
-
Wooden plank (not a reagent container) - stackable material - any biome - not grow at winter
• wood is a multi-purpose crafting material, also may be used as fuel
*can be obtained not only from logging, but also when grown from tree seeds
-
Bamboo bundle (not a reagent container) - stackable material - jungle • sea - not grow at dry season
• bamboo is another crafting material, also may be used as fuel
-







Berries (may contain random reagents) - food - in wild only - will regrow after harvesting
All types of berries at the beginning of the round will receive random effects and reagents according to the effects. At the same time, the names remain, i.e. ″narco″ berries will not necessarily contain a ″drug″ effect.

show/hide berries effects The effects must be (but not, due errors in code): • neutral - fruit taste (contains 1 nutriment) +3 satisfaction
poisonous - bitterness taste (contains 1 nutriment and 5 amatoxin, cyanide, solanine or food poisoning) +3 satisfaction
drug - bitterness taste (contains 1 nutriment and 5 peyote, psilocybin or lysergic acid diethylamide [mindbreaker or LSD]) +3 satisfaction
healing - bitterness taste (contains 1 nutriment and 5 paracetamol, penicillin, opium, cocaine or salicyclic acid) +3 satisfaction
tasty - sweet taste (contains 1 nutriment) +6 satisfaction
disgusting - disguisting food taste (contains 1 nutriment) -6 satisfaction

*berries can be harvested from bushes in wild by hand with GRAB intent (exclude red ones on some maps, because of error in map)

**new berries will regrow in 300 seconds
***if you use a berry gatherer (made from wood), you will pick two berries at once
****berries hase no seeds and can't be cultivated for now

show/hide how to identify berries This one works like this now due to current bugs in the code.
Take a berry in your hand and use the smell verb. If it smell:
    • mushroom - it's poison berries with amatoxin
    • fruit and mushroom - it's drug berries with psilocybin
    • starch - it's poison berries with solanine
    • fruit and sourness - it's drug berries with lysergic acid diethylamide [mindbreaker or LSD]
    • fruit and sickness - it's healing berries with paracetamol
    • fruit and metallic bitterness - it's healing berries with cocaine
    • fruit and old rotten bandaids - it's healing berries with salicyclic acid

    • fruit - it's neutral OR tasty OR disguisting berries
They are generally safe to consume, but affect mood. To know which berries they are, you will have to stock up on some of these berries and remember the following facts:
        • 4 or less disgusting berries are enough to drop your mood from excellent to good, or from good to neutral, or from neutral to bad, or from neutral to horrible
        • 4 or less tasy berries are enough to up your mood from horrible to bad, or from bad to neutral, or from neutral to good, or from good to excellent
        • 6 neutral berries is not enough to up your mood from horrible to neutral, or from bad to good, or from neutral to excellent

    • fruit and bitterness - it's poison berries with cyanide or food poisoning OR it's drug berries with peyote OR it's healing berries with penicillin or opium

        • prepare to heal toxins, you may fully heal toxins from one bite of dangerous berries with next ways:
            • drink 10 units of tea (2 uses of tea leaves on liquid container)
            • use leech 3 times
            • extract 2 times charcoal (10 units) with extraction kit and drink

        • if you ready to heal toxins, than bite berrie ONE time, if you taste:
            • strong flavor of fruit and the strong flavor of bitterness - it's poison berries with cyanide. Start toxins healing right now!
               You will recieve messages: ″Your body stings slightly″. Don't panic, just wait some after toxins healing.
            • strong flavor of fruit and bitterness and receiving messages ″You feel sick...″ - it's poison berries with food poisoning. Start toxins healing right now!
               You may recieve messages: ″Your body stings slightly″. Don't panic, just wait some after toxins healing.
            • strong flavor of fruit and bitterness and you eyes fills with rainbow - it's drug berries with peyote. Don't panic, just wait some time, when effect ends.
            • fruit and the strong flavor of bitterness - it's healing berries with penicillin or opium, wait some time, don't bite berrie, just wait about 3 minutes
                • if nothing happens - it's healing berries with penicillin
                • if your character start shivers and you began recieve messages: ″You feel slightly sick″ - it's healing berries with opium
                  now just wait about 3 minutes and addiction from opium will gone
18
Leaves (not a reagent container) - stackable material - in wild only - not cultivated
show/hide how to obtain leaves • 3 leaves are obtained by cutting down trees (2 from acacia, 6 from jungle tree)
• 3 leaves are obtained from a hand attack with the intent GRAB on an unpeeled tree branch
• each tree usually has 3 branches, they can be obtained one by one from the tree with a hand attack with the intent HARM on the tree
    *the new branch will re-grow 1200 seconds after breaking off the branch
    **branches from dead trees will be broken off from a tree without leaves
• for a gorillamens, 2 leaves are obtained when attacking with a hand with the intention of GRAB on a tree or some bushes
    *this will work not for all trees, but if it work gorillaman may try to pick also some bunches
• leaves are material for crafting clothes from leaves, thatch roofing and can be used as fuel
    *to craft gold laurel crown you must to hold 1 gold in your other hand, but gold laurel crown will still be craftable without gold due to the error in code
        **if you are holding gold in your other hand, when creating a gold laurel crown, gold will be used to craft
• leaves of all types can be attached to Mk2 Brodie Helmet (twice) or to Mk2 Brodie Helmet with netting (once) - all stack will be used for that (maybe it's a bug and will be fixed in future)
*due to the fact that it is a stackable material, the decay time counter is applied on each newly created stack, when merging/splitting the decay counters are not aligned to the average value
**gorillaman able to craft leaf salad from 6 leaves, but if gorilla recipes are loaded
80
Palm leaves (not a reagent container) - stackable material - in wild only - not cultivated
• 3 palm leaves are obtained by cutting down palms
• palm leaves are material for crafting clothes from palm leaves, palm leaf roofing and can be used as fuel
    *to craft leaf crown you must to hold 2 leather in your other hand, but leaf crown will still be craftable without leather due to the error in code
        **if you are holding leather in your other hand, when creating a leaf crown, leather will be used to craft
• leaves of all types can be attached to Mk2 Brodie Helmet (twice) or to Mk2 Brodie Helmet with netting (once) - all stack will be used for that (maybe it's a bug and will be fixed in future)
*due to the fact that it is a stackable material, the decay time counter is applied on each newly created stack, when merging/splitting the decay counters are not aligned to the average value
**gorillaman able to craft leaf salad from 6 palm leaves, but if gorilla recipes are loaded
80
Fern leaves (not a reagent container) - stackable material - in wild only - not cultivated
• 2 fern leaves are harvested by attacking with the intent to GRAB the jungle bushes (small vegetation) with any weapon except the knife (empty hand attack is not included in the code, possibly a bug). Bushes will not re-grow leaves (maybe it's a bug and will be fixed in future)
• fern leaves are material for crafting clothes from fern leaves
    *to craft leaf crown you must to hold 2 leather in your other hand, but leaf crown will still be craftable without leather due to the error in code
        **if you are holding leather in your other hand, when creating a leaf crown, leather will be used to craft
• leaves of all types can be attached to Mk2 Brodie Helmet (twice) or to Mk2 Brodie Helmet with netting (once) - all stack will be used for that (maybe it's a bug and will be fixed in future)
*due to the fact that it is a stackable material, the decay time counter is applied on each newly created stack, when merging/splitting the decay counters are not aligned to the average value
**gorillaman able to craft leaf salad from 6 fern leaves, but if gorilla recipes are loaded
80

Any plant, except for wild ones and mushrooms, will die if it drinks all the water, or when a snowstorm or sandstorm occurs.

Grain can be fed to herbivores: deer, reindeer, elk, dik-diks, cows, goats, sheep, camels and ... mammoths and ... (drum roll) pachycephalosaurs (ba-dum-s-s!).

Seeds can be fed to granivorous: parrots, chickens, turkeys, geese, pelicans, gulls, crows, pigs, wild boars, monkeys, mice, rabbits, gorillas, gigantopithecus, mammoths, pachycephalosaurs.

Oviparous will adds the amount of eggs from seed feeding, i.e. it mean that oviparous will not lay eggs if not feeded with seeds. More about an egg see below, in the egg related products section.

To maximize the amount of fuel in a bloomery, furnace (not iron furnace), or oven, add items one at a time for the following stack items: leaves, dry dung. It some sort of bug.


Processed grown food products

show/hide processed grown food products
Product Decay (minutes)
Small flour sack (contains 10 flour) - condiment
• use small flour sack with 5 flour and with 5 water in off-hand liquid container to make dough
• use small flour sack with 5 flour on chicken breast to make crumbed chicken breast
• use small flour sack with 5 flour on chicken drumstick to make crumbed chicken drumstick
• put in empty fermentation starter jar for yeast
• use cutlet with small flour sack with 5 flour in off-hand liquid container to make uncooked schnitzel
show/hide flour reactions     • 2 flour and 2 water will react to 2 wheat beer (with 5 enzyme as catalyst)
    • 5 protein and 5 flour will produce 3 meatballs
    • 5 water and 10 flour must react to dough, but will annihilated
    • 2 sugar, 3 egg yolk and 10 flour must react to sweet dough, but will annihilated; also egg yolk is unobtainable now
1000
Small barley flour sack (contains 10 barley flour) - condiment
• use small barley flour sack with 5 barley flour and with 5 water in off-hand liquid container to make dough
• put in empty fermentation starter jar for yeast
show/hide barley flour reactions     • 2 barley flour and 2 water will react to 2 ale (with 5 enzyme as catalyst)
    • 2 barley flour, 2 water and 1 hops will react to 2 beer (with 5 enzyme as catalyst), but hops is unobtainable now
1000
Small oat flour sack (contains 10 oat flour) - condiment
• use small oat flour sack with 5 barley flour and with 5 water in off-hand liquid container to make dough
• put in empty fermentation starter jar for yeast
1000
Yeast (contains 50 enzyme) - condiment
• put any grain (slower) or any flour (faster) or yeast (fastest) into a fermentation starter jar, wait for the fermentation to finish, then use a fermentation starter jar to get the yeast
• don't remove last yeast from jar, and they a will grown more, up to 5 portions (it's not a bug, it's a feature © maybe, but it's not certain™ )
• take out not last yeast and put it back in 4 times and you will have a full jar of yeast in the next grow cycle (yes, surely, it's a bug)
• put some used yeast in jar and take it out and it will contains 50 enzyme again (it's a bug too)
show/hide enzyme reactions     • 10 enzyme and 1 acetone will react to 5 penicillin
    • 1 enzyme and 1 diethylamine will react to 2 lysergic acid diethylamide [mindbreaker or LSD]
    • 10 apple juice will react to 10 cider (with 5 enzyme as catalyst)
    • 40 milk will produce 1 cheese wheel (with 5 enzyme as catalyst)
    • 10 grape juice will react to 10 wine (with 5 enzyme as catalyst)
    • 10 potato juice will react to 5 vodka (with 5 enzyme as catalyst)
    • 10 rice paste will react to 5 sake (with 5 enzyme as catalyst)
    • 2 fish and 1 table salt will react to 2 garum (with 5 enzyme as catalyst)
    • 3 sugar and 1 water will react to 1 rum (with 5 enzyme as catalyst)
    • 3 sugar and 1 juniper juice will react to 1 gin (with 5 enzyme as catalyst)
    • 5 agave and 2 water will react to 2 mezcal (with 5 enzyme as catalyst)
    • 2 flour and 2 water will react to 2 wheat beer (with 5 enzyme as catalyst)
    • 2 barley flour and 2 water will react to 2 ale (with 5 enzyme as catalyst)
    • 2 barley flour, 2 water and 1 hops will react to 2 beer (with 5 enzyme as catalyst), but hops is unobtainable now
    • 10 nutriment will react to 5 moonshine (with 5 enzyme as catalyst), but there are no standard ways to extract nutriment from food
    • 10 berry juice will react to 10 grenadine (with 5 enzyme as catalyst), but berry juice is unobtainable now
    • 10 watermelon juice will react to 5 watermelon liquor (with 5 enzyme as catalyst), but watermelon juice is unobtainable now
    • 1 sugar and 1 water will not react to 2 mead (with 5 enzyme as catalyst), because inherited with another ″mead″ reaction from honey
        *″mead″ reaction needs 2 honey and 2 water without any enzymes, they will react to 2 mead
30
Cheese wheel (contains 10 nutriment and 10 protein) - food (satisfaction +4) non vegetarian
• 40 milk will produce 1 cheese wheel (with 5 enzyme as catalyst)
• 5 enzyme will stay in liquid container, so you may use it again and again
• slice to make 5 cheese wedges
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices *marked as non vegetarian, but this is not vegan (it's not implemented in code)
**it's must be with satisfaction +15 for correct slicing
70
Cheese wedge (contains 2 nutriment and 2 protein) - food (satisfaction +0.8 or +3 if pre-mapped)
*wedge not marked as non vegetarian
**pre-mapped will not contain any reagents inside due to a bug in the code.
***pre-mapped will be with satisfaction +3 (correct), sliced will be with satisfaction +0.8 (incorrect)
50
Tofu (contains 3 nutriment) - food (satisfaction +2)
*you cannot produce tofu, but it's present on some maps
25
Watermelon slice (contains 0.08333 nutriment) - food (satisfaction +0.33333)
*pre-mapped will not contain any reagents inside due to a bug in the code.
18
Pumpkin slice (contains 0.08333 nutriment) - food (satisfaction +0.33333)
*pre-mapped will not contain any reagents inside due to a bug in the code.
20
Rice (contains 2 nutriment) - food (satisfaction +3)
• put in pot with water, wait when rice boil and remove it from pot before it turn to stew to obtain boiled rice
600
Rice boiled (contains 3 nutriment) - food (satisfaction +5) 12
Rice pudding (contains 4 nutriment) - food (satisfaction 0)
*you cannot bake rice pudding, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
12
Potato raw sticks (contains 3 nutriment) - food (satisfaction -2)
• put in campfire, wood stove, stove, metal grill or oven to make fries
27
Potato fries (contains 4 nutriment) - food (satisfaction +8) 15
Loaded baked potato (contains 6 nutriment) - food (satisfaction 0)
*you cannot bake loaded baked potato, but it's present on some maps
12
Leaf salad (contains 3 nutriment) - food (satisfaction +2)
*can be created by gorrilaman from 6 leaves of any type, but if gorilla recipes loaded
15
Tossed salad (contains 8 nutriment) - food (satisfaction 0)
*you cannot make a tossed salad, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
16
Mint (contains 1 mint) - food (satisfaction 0)
*you cannot produce mint, but it's present on some maps
20
Pickle jar (contains 14 pickles) - pickles storage
*pickles in a jar will decay as in container (two times longer)
**you cannot obtain pickle jar, but it's present on some maps
-
Pickle (contains 1 nutriment) - food (satisfaction +4)
• take them from pickle jar
250
Pickle big (contains 5 nutriment) - food (satisfaction +4)
*you cannot obtain a big pickle, but it's present on some maps
**it must have satisfaction +20
250
Burned mess (contains 1 toxin and 3 carbon) - food (satisfaction -8) disgusting
You can obtain this if you roast on campfire, wood stove, stove, metal grill or oven:
  • food that already roasted
  • some soup
  • some drink type
  • something that is not food, not fuel, not rough diamonds, not sand, not clay, not an organ
  • burned mess after roasting will remain burned mess (but with reset decay timer, that is bug)
*you can make roasted stew, because bug in code
18


Pastries and pasta products

General pastries and pasta products

show/hide general pastries and pasta products
Product Decay (minutes)
Dough (contains 3 nutriment) - food (satisfaction -4)
• put in campfire, wood stove, stove, metal grill or oven to make bread
• use rolling pin to make flat dough
• use something sharp to make 2-3 spaghetti
*slicing it you must get 2-3 dough slices, but it inherited by spaghetti recipe
25
Bread (contains 6 nutriment) - food (satisfaction +4)
• slice to make 5 bread slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
22
Baguette (contains 6 nutriment) - food (satisfaction +4)
• slice to make 5 bread slices
    *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a baguette, but it's present on some maps
22
Bread slice (contains 1.2 nutriment) - food (satisfaction +0.8)
• use food or a shard on it to start making a sandwich (or expand its limit)
*pre-mapped will not contain any reagents inside due to a bug in the code.
17
Two bread (contains 2 nutriment) - food (satisfaction 0)
*you cannot make this, it's not present on maps, but it's defined in code
12
Sandwich (contains all you put in) - food (satisfaction +7)
• use food on it to add ingredient (all reagents will transfer to it)
• use shard on it to add 5 brute damage after biting into this sandwich (more shards don't give more damage)
• sandwich at start will have 3 height limit (4 - 1 added food)
• use bread slice to expand height limit by 3 (4 - 1 added bread slice)
• examine it for know one random ingredient (it might help you find shard)
• if height limit is exceeded, you will not be able to add food or a shard, and even another slice of bread to expand the height limit
• it still can only hold a maximum of 50 reagents by volume, if you keep adding layers the reagents will stop adding (but layers will keep adding)
15
Sandwich (contains 3 nutriment and 3 protein) - food (satisfaction +8)
*you cannot make this sandwich, but it's present on some maps
18
Sandwich toasted (contains 3 nutriment, 3 protein and 2 carbon) - food (satisfaction +8)
*you cannot make this sandwich, but it's present on some maps
18
Sandwich grilled cheese (contains 3 nutriment and 4 protein) - food (satisfaction +8)
*you cannot make this sandwich, but it's present on some maps
15
Sandwich with jelly (contains 2 nutriment) - food (satisfaction 0)
*you cannot make this sandwich, but it's present on some maps
12
Sandwich with cherry jelly (contains 2 nutriment and 1 cherry jelly) - food (satisfaction 0)
*you cannot make this sandwich, it's not present on maps, but it's defined in code
**it doesn't have a defined correct name
***it should contain 1 nutriment and 1 cherry jelly, but there is a bug in the code
12
Jellied toast (contains 2 nutriment) - food (satisfaction 0)
*you cannot make a jellied toast, it's not present on maps, but it's defined in code
**it doesn't have a defined correct sprite
12
Cherry jellied toast (contains 2 nutriment and 1 cherry jelly) - food (satisfaction 0)
*you cannot make a cherry jellied toast, it's not present on maps, but it's defined in code
**it doesn't have a defined correct sprite
***it doesn't have a defined correct name
****it should contain 1 nutriment and 2 cherry jelly, but there is a bug in the code
12
Flat dough (contains 2 nutriment and 1 protein) - food (satisfaction -3)
• put in campfire, wood stove, stove, metal grill or oven to make flatbread
• slice to make 3 dough slices
    *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*we really don't know where the protein comes from after flattening
25
Flatbread (contains 3 nutriment) - food (satisfaction +4)
25
Dough slice (must contains 1 nutriment, but will contains 1.66667 nutriment and 0.333333 protein) - food (satisfaction -1)
• slice to make 1 spaghetti
*we still don't know where the protein comes from
    *seriously - this is a bug, in a dough slice there should be 1/3 of the reagents from the flat dough
25
Bun (contains 4 nutriment) - food (satisfaction +3)
• use a sausage on it to make a hot dog
*you cannot bake a bun, but it's present on some maps
25
Burger (contains 6 protein) - food (satisfaction +6)
*you cannot make a burger, it's not present on maps, but defined in code
**it must contains another reagents, must be non vegetarian, but wrong defined
17
Hot dog (contains 6 protein) - food (satisfaction +6)
• use a sausage on bun to make a hot dog
*it must contains another reagents, must be non vegetarian, but wrong defined
**biten sausage may be used to make whole hot dog
***hotdog - typo in code
17
Spaghetti (it will contains 1 nutriment if sliced from dough, but will contains 2.66667 nutriment and 0.333333 protein if sliced from dough slice due the bug in code) - food (satisfaction -1 if sliced from dough slice, but +3 if sliced from dough)
• put in pot with water, wait when spaghetti boil and remove it from pot before it turn to stew to obtain boiled spaghetti
• use something sharp to make 1-2 noodles (incorrect mechanics instead of using slicing mechanics)
*correct values which should be: -1 satisfaction and 1 nutrient
60
Spaghetti boiled (contains 2 nutriment) - food (satisfaction +5)
• use meatball on it to make spaghetti & meatballs
14
Spaghetti & meatballs (contains 4 nutriment and 4 protein) - food (satisfaction +10)
*don't marked as non vegetarian, and this is bug
11
Spaghetti (pasta tomato) (contains 6 nutriment and 10 tomato juice) - food (satisfaction 0)
*you cannot make a pasta tomato, but it's present on some maps
**it doesn't have a defined correct name
***it should contain 2 nutriment and 2 ketchup, but the definition is wrong in the code
12
Noodles (contains 1 nutriment) - food (satisfaction +3)
• put in pot with water, wait when noodles boil and remove it from pot before it turn to stew to obtain ramen
60
Ramen (contains 6 nutriment, 4 protein and 30 water) - food (satisfaction +9)
• put in pot with water, wait when noodles boil and remove it from pot before it turn to stew to obtain ramen
*it's really overpowered (it's not a bug, it's a feature © maybe, but it's not certain™ )
11
Gyro (contains 6 nutriment) - food (satisfaction +10)
*you cannot make a gyro, but it's present on some maps
15
Hardtack (contains 2 nutriment) - food (satisfaction +1)
*you cannot bake a hardtack, but it's present on some maps
-
Cracker (contains 1 nutriment) - food (satisfaction 0)
*you cannot bake a cracker, but it's present on some maps
80
Poppy pretzel (contains 5 nutriment) - food (satisfaction 0)
*you cannot bake a poppy pretzel, but it's present on some maps
35
Meat-pie (contains 10 protein) - food (satisfaction 0) non vegetarian
*you cannot bake a meat-pie, but it's present on some maps
20
Meatbread loaf (contains 10 nutriment and 20 protein) - food (satisfaction 0) non vegetarian
• slice to make 5 meatbread slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a meatbread loaf, but it's present on some maps
17
Meatbread slice (contains 2 nutriment and 4 protein) - food (satisfaction 0) non vegetarian
*pre-mapped will not contain any reagents inside due to a bug in the code.
17
Cream cheese bread (contains 5 nutriment and 15 protein) - food (satisfaction 0) non vegetarian
• slice to make 5 cream cheese bread slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a cream cheese bread loaf, but its slices present on some maps
**cream Cheese Bread - typo in code
***marked as non vegetarian, but this is not vegan (it's not implemented in code)
15
Cream cheese bread slice (contains 1 nutriment and 3 protein) - food (satisfaction 0)
*slice not marked as non vegetarian
**pre-mapped will not contain any reagents inside due to a bug in the code.
***cream Cheese Bread slice - typo in code
15


Cakes, pies and sweet pastry

show/hide cakes, pies and sweet pastry
Product Decay (minutes)
Banana-nut bread (contains 10 nutriment and 20 banana juice) - food (satisfaction 0)
• slice to make 5 banana-nut bread slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a banan-nut bread, but it's present on some maps
17
Banana-nut bread slice (contains 2 nutriment and 4 banana juice) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
17
Cookie (contains 5 nutriment) - food (satisfaction 0)
*you cannot bake a cookie, but it's present on some maps
45
Muffin (contains 6 nutriment) - food (satisfaction 0)
*you cannot bake a muffin, but it's present on some maps
25
Waffles (contains 6 nutriment) - food (satisfaction 0)
*you cannot bake a waffles, but it's present on some maps
18
Sweet roll (contains 4 nutriment) - food (satisfaction 0)
*you cannot bake a sweet roll, but it's present on some maps
18
Apple pie (contains 4 nutriment) - food (satisfaction 0)
*you cannot bake an apple pie, but it's present on some maps
18
Cherry pie (contains 4 nutriment) - food (satisfaction 0)
*you cannot bake a cherry pie, but it's present on some maps
18
Golden apple streusel tart (contains 8 nutriment and 5 gold) - food (satisfaction 0)
*you cannot bake a golden apple streusel tart, but it's present on some maps
16
Tofu-pie (contains 10 nutriment) - food (satisfaction 0)
*you cannot bake a tofu-pie, but it's present on some maps
**cannot be sliced
25
Carrot cake (contains 25 nutriment and 10 imidazoline) - food (satisfaction 0)
• slice to make 5 carrot cake slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a carrot cake, but it's contains in german dessert ration
17
Carrot cake slice (contains 5 nutriment and 2 imidazoline) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
15
Cheesecake (contains 10 nutriment and 15 protein) - food (satisfaction 0)
• slice to make 5 cheesecake slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a cheesecake, but its slices presents on some maps
**cheese cake - typo in code
15
Cheesecake slice (contains 2 nutriment and 3 protein) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
**cheese cake slice - typo in code
15
Vanilla cake (contains 20 nutriment) - food (satisfaction 0)
• slice to make 5 vanilla cake slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a vanilla cake, but it's presents on some maps
15
Vanilla cake slice (contains 4 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
15
Orange cake (contains 20 nutriment) - food (satisfaction 0)
• slice to make 5 orange cake slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a orange cake, it's not presents on maps, but defined in code
15
Orange cake slice (contains 4 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
15
Lemon cake (contains 20 nutriment) - food (satisfaction 0)
• slice to make 5 lemon cake slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a lemon cake, but it's presents on some maps
15
Lemon cake slice (contains 4 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
15
Lime cake (contains 20 nutriment) - food (satisfaction 0)
• slice to make 5 lime cake slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a lime cake, but it's presents on some maps
15
Lime cake slice (contains 4 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
15
Chocolate cake (contains 20 nutriment) - food (satisfaction 0)
• slice to make 5 chocolate cake slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a chocolate cake, but it's presents on some maps
15
Chocolate cake slice (contains 4 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
15
Apple cake (contains 15 nutriment) - food (satisfaction 0)
• slice to make 5 apple cake slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a apple cake, but it's presents on some maps
15
Apple cake slice (contains 3 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
15
Pumpkin pie (contains 15 nutriment) - food (satisfaction 0)
• slice to make 5 pumpkin pie slices
   *you can use a sharp weapon to slice, but a large weapon will cause you to lose some of the slices
*you cannot bake a pumpkin pie, but it's presents on some maps
15
Pumpkin pie slice (contains 3 nutriment) - food (satisfaction 0)
*pre-mapped will not contain any reagents inside due to a bug in the code.
15


Pizza

show/hide pizza
Product Decay (minutes)
Pizza (contains 8 nutriment and 2 parsley) - food (satisfaction 0)
*you cannot bake a pizza, but it's present on some maps
**it should contain 8 nutriment, 2 parsley and 2 ketchup, but defined non-existent reagent tomato (bug)
***cannot be sliced
15
Pepperoni and cheese pizza (contains 2 parsley and 1 capsaicin oil) - food (satisfaction 0) non vegetarian
*you cannot bake a peperoni and cheese pizza, but it's present on some maps
**it should contain 9 nutriment, 2 ketchup and 1 capsaicin oil, but defined non-existent reagent tomato (bug) and other bugs in code make it wrong
***cannot be sliced
15
Spicy vegetable pizza (contains 2 celery and 2 parsley) - food (satisfaction 0)
*you cannot bake a spicy vegetable pizza, but it's present on some maps
**it should contain 8 nutriment, 2 celery and 2 ketchup, but there is a bugs in the code
***cannot be sliced
15
Meatball pizza (contains 4 protein and 2 parsley) - food (satisfaction 0) non vegetarian
*you cannot bake a meatball pizza, but it's present on some maps
**it should contain 6 nutriment, 4 protein and 2 ketchup, but there is a bugs in the code
***cannot be sliced
15
Plain pizza (contains 2 parsley) - food (satisfaction 0)
*you cannot bake a plain pizza, it's not present on maps, but it's defined in code
**it should contain 4 nutriment, and 8 ketchup, but there is a bugs in the code
***cannot be sliced
15
Cheese pizza (contains 2 parsley) - food (satisfaction 0)
*you cannot bake a cheese pizza, but it's present on some maps
**it should contain another reagents but there is a bugs in the code
***cannot be sliced
15


Egg related products

show/hide egg related products
Product Decay (minutes)
Egg box (contains 12 eggs) - eggs storage
• can contain boiled eggs, if you place it inside
*eggs in a box will decay as in container (two times longer)
**you cannot obtain egg box, it's not present on maps, but defined in code
***can't contain turkey eggs
****sprite thats defined to it absent in icon file
-
Egg (contains 2 nutriment) - food (satisfaction +4) non vegetarian
• using egg on liquid container will transfer reagents to container (2 nutriment)
*tip: eggs for now is a way to make moonshine (at least until nutriment reagent is corrected into egg yolk reagent in egg contains)
**thrown eggs will break and leave behind a broken egg on the floor
***you can throw eggs at humans
****egg don't contains egg yolk
90
Egg turkey (contains 2 nutriment) - food (satisfaction +2)
• at the moment, everything is the same as the chicken egg, except for the satisfaction (+2 instead of +4) and the hatching of a turkey instead of a chick
90
Boiled egg (contains 2 nutriment) - food (satisfaction +5) non vegetarian
*you cannot boil an egg, but it's present on some maps
12
Fried egg (contains 2 nutriment, 1 table salt and 1 black pepper) - food (satisfaction +8) non vegetarian
*you cannot fry an egg, but it's present on some maps
12
Omelette Du Fromage (contains 6 nutriment) - food (satisfaction +8) non vegetarian
*you cannot bake an omelette, but it's present on some maps
12

At this moment, only two egg-laying birds have been implemented: chickens and turkeys. These birds are supposed to lay eggs every 250 (or 120 for turkeys) seconds, but this is not happening due to a bug. If there is at least one conscious male in range of 3 (not a 3x3 area, but a diamond-shaped area 7 wide and 7 high), and there are less than 6 birds in total in this area, not counting males, then a new egg will be fertile and from it in 1600 (or 2000 for turkeys) seconds can hatch a chick, provided that on the whole map there are no more than 35 of them for turkeys and 50 for chickens. If you pick up a fertilized egg or put it in a container, you can disrupt the growth process, in which case the chick will not hatch.


Soups and stew

show/hide soups and stew
Product Decay (minutes)
Bowl - an item that remains after eating certain foods
• can be used on a pot of stew to get (due to a bug) stew in a wooden bowl
• cannot be crafted
*food in a bowl used for composting or making stew won't return the bowl after being used due a bug
-
Wood bowl - an item that remains after eating stew or caldo verde
• can be used on a pot of stew to get stew in a wooden bowl
• can be crafted from wood
*food in a bowl used for composting or making stew won't return the bowl after being used due a bug
-
Stew (contains 10 nutriment and 14 water) - food (satisfaction +4)
*you cannot get a stew in this type of bowl from pot of stew, but it's variant is present on some maps
**this won't fit in the pot for stewing as ingridient
***after eating, there will stay a bowl (not wooden)
****can be roasted due a bug
16
Stew (in wooden bowl) (contains 10 nutriment and 14 water and ...) - food (satisfaction +4)
• to obtain use bowl on a pot of stew (see the cooking in a pot section for details)
*after eating, there will stay a wooden bowl
**this may used on the pot for stewing as ingridient due a bug
***pre-mapped will contains 10 nutriment and 14 water
****will contains additional nutriment and protein when obtained from a pot of stew due a bug
*****can be roasted due a bug
16
Meatball soup (contains 8 proteins and 16 water) - food (satisfaction 0)
*you cannot cook a meatball soup, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
***it must be non vegetarian, but wrong defined
16
Vegetable soup (contains 8 nutriment and 16 water) - food (satisfaction 0)
*you cannot cook a vegetable soup, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
20
Tomato soup (contains 6 nutriment and 14 tomato juice) - food (satisfaction +4)
*you cannot cook a tomato soup, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
15
Mushroom soup (contains 8 nutriment and 30 water) - food (satisfaction 0)
*you cannot cook a mushroom soup, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
15
Borshch (contains 8 nutriment, 4 protein, 5 tomato juice, 5 imidazoline and 15 water) - food (satisfaction 0)
*you cannot cook a borshch, but it's present on some maps
**after eating, there will stay a bowl (not wooden)
***can be roasted due a bug
16
Caldo verde (contains 4 nutriment, 4 protein and 15 water) - food (satisfaction +6)
*you cannot cook a caldo verde, but it's present on some maps
**after eating, there will stay a wooden bowl
***can be roasted due a bug
15


Butchering results

Select harm or grab intent, take an any sharp weapon of any kind and use it on dead animal to start butchering or skinning process.
Harm intent used mostly for butchering. Butchering will continue for 3 seconds. It's will produce extra meat and extra fat for most animals (maybe it's a bug).
Grab intent is mostly used for skinning. Skinning will continue for 10 seconds. It doesn't matter what size the skinned mob was, but you will always get 1 meatsteak (not meat), and the value of the variable "amount" will be assigned, which means nothing for this type of item. And this is either unrealized mechanics or a bug. Also, you will never get leather when skinning, and this is also most likely a bug. Last but not least bug, if you get pelts or other products during the skinning process, you will not get a medical skill boost.
Usually you get an increase in medical skill for butchering or skinning. See the hidden tables below for detailed results of this process.
In most cases you will see exploding monkey. It's ok. Or a bug. Oh, yes, it's a bug.


The names of all meat (or meatsteaks), fat, leather and bones will include the name of the butchered animal. In fact, they will all be the same with the same properties, with the exception of only some types of meat, which will be highlighted in the tables with a separate name.


Leather and bones can be stacked and given the name of the used item on the stack, but the dropped item will be merged with the previous stack and given its name.


Frogs, lizards and snakes

show/hide butchering results of frogs, lizard and snakes
Butchering results
Poisonous frog medical skill +0.3 at harm or +0.33333334 at grab
x1 poisonous frog meat.
x1 meatsteak (it's differs from poisonous frog meat);
you won't get leather (due a bug).
Frog medical skill +0.33333334
x2 meat (it's a bug, must be x1);
x2 fat (it's a bug, must be x1).
x1 meatsteak;
you won't get leather (due a bug).
Beelzebufo medical skill +0.33333334
x2 meat (it's a bug, must be x1);
x2 fat (it's a bug, must be x1).
x1 meatsteak;
you won't get leather (due a bug).
Lizard medical skill +0.33333334
x2 meat (it's a bug, must be x1);
x2 fat (it's a bug, must be x1).
x1 meatsteak;
you won't get leather (due a bug).
Ianthasaurus medical skill +0.33333334 - has no sprite, but defined in code
x2 meat (it's a bug, must be x1);
x2 fat (it's a bug, must be x1).
x1 meatsteak;
you won't get leather (due a bug).
Tiktaalik medical skill +0.33333334
x2 meat (it's a bug, must be x1);
x2 fat (it's a bug, must be x1).
x1 meatsteak;
you won't get leather (due a bug).
Ichthyostega medical skill +0.33333334
x2 meat (it's a bug, must be x1);
x2 fat (it's a bug, must be x1).
x1 meatsteak;
you won't get leather (due a bug).
Snake medical skill +1
x2 meat (it's a bug, must be x1);
x2 fat (it's a bug, must be x1);
x1 leather;
x1 bone.
x1 meatsteak;
you won't get leather (due a bug)
x3 bone (it's a bug, must be x1).
Cobra medical skill +1
x2 meat (it's a bug, must be x1);
x2 fat (it's a bug, must be x1);
x1 leather;
x1 bone.
x1 meatsteak;
you won't get leather (due a bug)
x3 bone (it's a bug, must be x1).
Boa constrictor medical skill +1.3333334
x3 meat (it's a bug, must be x2);
x3 fat (it's a bug, must be x2);
x2 leather;
x2 bone.
x1 meatsteak (it's a bug, must be x2);
you won't get leather (due a bug)
x4 bone (it's a bug, must be x2).
Python medical skill +1.3333334
x3 meat (it's a bug, must be x2);
x3 fat (it's a bug, must be x2);
x2 leather;
x2 bone.
x1 meatsteak (it's a bug, must be x2);
you won't get leather (due a bug)
x4 bone (it's a bug, must be x2).


Dinosaurs and archosaurs

show/hide butchering results of dinosaurs and archosaurs
Butchering results
Compsognathus medical skill +1 on harm intent, but 0 on grab intent due a bug
x2 meat (it's a bug, must be x1);
x2 fat (it's a bug, must be x1);
x1 leather;
x1 bone.
x1 meatsteak;
x1 lizard pelts;
x3 bone (it's a bug, must be x1).
Pachycephalosaurus as pachy medical skill +1.3333334 on harm intent, but 0 on grab intent due a bug
presents two times in code as dinosaur/pachycephalosaurus and as pachy
x3 meat (it's a bug, must be x2);
x3 fat (it's a bug, must be x2);
x2 leather;
x2 bone.
x1 meatsteak (it's a bug, must be x2);
x3 pelts (all the rest math says it should be x2, but here x3);
x4 bone (it's a bug, must be x2).
Pachycephalosaurus as pachycephalosaurus medical skill +1.6666666
presents two times in code as dinosaur/pachycephalosaurus and as pachy
x4 meat (it's a bug, must be x3);
x4 fat (it's a bug, must be x3);
x3 leather;
x3 bone.
x1 meatsteak (it's a bug, must be x3);
you won't get leather (due a bug)
x5 bone (it's a bug, must be x3).
Alligator medical skill +1.6666666 on harm intent, but 0 on grab intent due a bug
x4 meat (it's a bug, must be x3);
x3 leather;
x3 bone.
x1 meatsteak (it's a bug, must be x3);
x3 alligator pelts;
x5 bone (it's a bug, must be x3).
Velociraptor medical skill +1.6666666 on harm intent, but 0 on grab intent due a bug
x4 meat (it's a bug, must be x3);
x4 fat (it's a bug, must be x3);
x3 leather;
x3 bone.
x1 meatsteak (it's a bug, must be x3);
x3 lizard pelts;
x5 bone (it's a bug, must be x3).
Dimetrodon medical skill +1.6666666
x4 meat (it's a bug, must be x3);
x4 fat (it's a bug, must be x3);
x3 leather;
x3 bone.
x1 meatsteak (it's a bug, must be x3);
you won't get leather (due a bug)
x5 bone (it's a bug, must be x3).
Tyrannosaurus rex medical skill +2.6666667 on harm intent, but 0 on grab intent due a bug
x7 meat (it's a bug, must be x6);
x7 fat (it's a bug, must be x6);
x6 leather;
x6 bone.
x1 meatsteak (it's a bug, must be x6);
x10 lizard pelts (all the rest math says it should be x6, but here x10);
x8 bone (it's a bug, must be x6).


Mice, cats, dogs

show/hide butchering results of mice, cats and dogs
Butchering results
Mouse medical skill +0.3 unique animal that can only be butchered at any intent; there are mouse variations that are present in the code but not really needed



x1 mouse meatsteak (or Tom meatsteak in some cases due a bug);
*it's unique meatsteak type, see details below at meat products section
Cat medical skill +1 on harm intent, but 0 on grab intent due a bug there are cat variations that are present in the code but not really needed
*the names of meat, skin and bones may be different, but in essence they will be the same (this also works for a kitten)
x2 meat (it's a bug, must be x1);
x2 fat (it's a bug, must be x1);
x1 leather;
x1 bone.
x1 meatsteak;
x2 cat pelts (all the rest math says it should be x1, but here x2);
x3 bone (it's a bug, must be x1).
Beagle medical skill +1 two variants of beagle in code
Wild beagle typo in name Wild Beagle
Wild pug typo in name Wild Pug
x2 meat (it's a bug, must be x1);
x2 fat (it's a bug, must be x1);
x1 leather;
x1 bone.
x1 meatsteak;
you won't get leather (due a bug)
x3 bone (it's a bug, must be x1).
Dog medical skill +1.3333334 it's looks like samoyed, but not samoyed
x3 meat (it's a bug, must be x2);
x3 fat (it's a bug, must be x2);
x2 leather;
x2 bone.
x1 meatsteak (it's a bug, must be x2);
you won't get leather (due a bug)
x4 bone (it's a bug, must be x2).
Animal medical skill +1.3333334 it's a dog - corgi, but named as animal due a weak code
Wild german shepherd typo in name Wild German Shepherd
Wild samoyed or Samoyed guard dog typo in name Wild Samoyed
Wild wolf has no sprite; different wolves in the code, for example, this one can be tamed (but invisible due an error); typo in name Wild Wolf
x3 meat (it's a bug, must be x2);
x3 fat (it's a bug, must be x2);
x2 leather;
x2 bone.
x1 meatsteak (it's a bug, must be x2);
you won't get leather (due a bug)
x4 bone (it's a bug, must be x2).


after this point the page is under construction and may contain inaccuracies!!!


Meat products

Product Decay (minutes) Rots (minutes)
Raw meat
*use knife for slice to cutlets
15 8
Roasted meat
*it's all the same meat, but without cholera and food poisoning, more nutritious and tastes better
* *
Raw cutlet
*use with container with flour in off-hand to make raw schnitzel
15 8
Dried meat 250 -

Seafood

Product Decay (minutes) Rots (minutes)


Raw fish
*use knife for slice to fillets
**cod will slice to fish fillets
15 8

Raw fish fillet 12 7
Raw salmon fillet 12 7
Dried fish 180 -
Dried salmon 200 -

Other products

Product Decay (minutes)
Eggs 90

Ingredients

Product Decay (minutes)
Dough 25

Canned food

Any food product can be preserved in cans for long-term (infinite if sealed) storage. Canned food loses half satisfaction (or will be 1.5 times worse with negative satisfaction).

There are 3 types of tin cans:
can fit 3 food and fits in pocket,
can fit 5 food,
can fit 10 food.
After filling it with food cans must be sealed at canner.
Cans can be opened with a knife. Attack the tin can with an empty hand to take the previously canned food.

Every time you put food in a tin can, it will lose satisfaction. Thus, putting food in a tin can and then taking it out and repeating it several times will result food item with very little satisfaction or terrible negative satisfaction.


How decay really works?

After creating a new food item, a food tick is triggered after 590-610 deciseconds. Each tick increases the decay timer by 600 (300 if the product not on the floor, 200 if it is in an unpowered fridge, 75 if it is on). If the container is a can, then the timer does not increase.

Food item that has a rotten variant, when the decay timer reaches more than half the time at the time the tick is checked, turns into its rotten version.

If the decay timer of a food item has exceeded its decay, then the item disappears.

Thus, for example, a raw cutlet, being in a refrigerator connected to the power supply, having 15 minutes before decays, will have 120 ticks (one minute each).

At the sixty-first tick, the cutlet will turn rotten. The minimum real time this will happen will be one hour minus one second (3599 seconds), the maximum time will be one hour, two minutes and one second (3721 seconds).

What will be included later to this page (TO DO LIST)

snacks food (is not added before)

poo, manure, dry dung and composting mechanics

cockroach

meat subtypes

frog eggs

raw fish subtypes

bear meat

animal organs

MRE

drinks(?)

pickle

octopus

rawlobster

squid

shell fish

bad recipe

fishing cage

ovens cooking

stew cooking

vending sales food (?) if needs

food from complex production

dried food

chocolatebar, pervitinchocolatebar

glass attacks

fat, lard

add details of food items (vegetarian, effects etc.)

say about condiments mechanics

Football

Football

Controls:

with the ball:

without the ball:

Full_Crafting_List

Full Crafting List

Here you can find the full craft list, in sortable tables and segmented by material. To look for specific items, use the "Find in page" command - Ctrl-F.

Exported on 26 March 2024 - Commit 15876

bamboo

| Item | Cost | Material | Category | Research Needed | Available Until | | ---------------------------- | ---- | -------- | ---------------------- | --------------------------------------- | --------------------------------- | | bamboo altar | 20 | bamboo | religious & decoration | Available from the start. | Available until the Modern Age. | | small tiki statue | 8 | bamboo | religious & decoration | Available from the start. | Available until the Modern Age. | | tiki torch | 5 | bamboo | none | Available from the start. | Available until the Modern Age. | | large bamboo double doors | 5 | bamboo | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | roof support | 2 | bamboo | construction | Available from the start. | Available until the Modern Age. | | bamboo wall frame | 1 | bamboo | construction | Requires 10 Industrial research points. | Available until the Modern Age. | | horizontal tatami floor | 0.75 | bamboo | construction | Available from the start. | Available until the Modern Age. | | vertical tatami floor | 0.75 | bamboo | construction | Available from the start. | Available until the Modern Age. | | horizontal dark tatami floor | 0.75 | bamboo | construction | Available from the start. | Available until the Modern Age. | | vertical dark tatami floor | 0.75 | bamboo | construction | Available from the start. | Available until the Modern Age. | | research kit | 10 | bamboo | paper & printing | Available from the start. | Available until the Modern Age. | | scientific literature | 4 | bamboo | paper & printing | Available from the start. | Available until the Modern Age. | | pen | 1 | bamboo | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. | | paper sheet | 1 | bamboo | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. | | rice hat | 3 | bamboo | none | Requires 38 Medical research points. | Available until the Modern Age. | | training sword | 8 | bamboo | none | Requires 21 Military research points. | Available until the Imperial Age. | | bamboo spear | 3 | bamboo | none | Available from the start. | Available until the Imperial Age. |

barbedwire

| Item | Cost | Material | Category | Research Needed | Available Until | | -------- | ---- | ---------- | -------- | ------------------------- | ------------------------------- | | barbwire | 1 | barbedwire | none | Available from the start. | Available until the Modern Age. |

bearpeltblack

| Item | Cost | Material | Category | Research Needed | Available Until | | ----------------------------- | ---- | ------------- | -------- | ------------------------------------------------- | --------------------------------- | | primitive pelt coat | 6 | bearpeltblack | none | Available from the start. | Available until the Stone Age. | | fur coat | 6 | bearpeltblack | none | Requires 20 Medical research points. | Available until the Modern Age. | | fancy fur coat | 10 | bearpeltblack | none | Available from the start. | Available until the Modern Age. | | fur boots | 3 | bearpeltblack | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | bearpeltblack | none | Available from the start. | Available until the Modern Age. | | bear pelt headcover | 4 | bearpeltblack | none | Available from the start. | Available until the Modern Age. | | furcap | 2 | bearpeltblack | none | Requires 89 Medical research points. | Available until the Modern Age. | | furhat | 2 | bearpeltblack | none | Requires 89 Medical research points. | Available until the Modern Age. | | black napoleonic bearskin hat | 4 | bearpeltblack | none | Requires 88 Military, 92 Medical research points. | Available until the Imperial Age. |

bearpeltbrown

| Item | Cost | Material | Category | Research Needed | Available Until | | ----------------------------- | ---- | ------------- | -------- | ------------------------------------------------- | --------------------------------- | | primitive pelt coat | 6 | bearpeltbrown | none | Available from the start. | Available until the Stone Age. | | fur coat | 6 | bearpeltbrown | none | Requires 20 Medical research points. | Available until the Modern Age. | | fancy fur coat | 10 | bearpeltbrown | none | Available from the start. | Available until the Modern Age. | | fur boots | 3 | bearpeltbrown | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | bearpeltbrown | none | Available from the start. | Available until the Modern Age. | | bear pelt headcover | 4 | bearpeltbrown | none | Available from the start. | Available until the Modern Age. | | furcap | 2 | bearpeltbrown | none | Requires 89 Medical research points. | Available until the Modern Age. | | furhat | 2 | bearpeltbrown | none | Requires 89 Medical research points. | Available until the Modern Age. | | brown napoleonic bearskin hat | 4 | bearpeltbrown | none | Requires 88 Military, 92 Medical research points. | Available until the Imperial Age. |

bearpeltwhite

| Item | Cost | Material | Category | Research Needed | Available Until | | ----------------------------- | ---- | ------------- | -------- | ------------------------------------------------- | --------------------------------- | | primitive pelt coat | 6 | bearpeltwhite | none | Available from the start. | Available until the Stone Age. | | fur coat | 6 | bearpeltwhite | none | Requires 20 Medical research points. | Available until the Modern Age. | | fur boots | 3 | bearpeltwhite | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | bearpeltwhite | none | Available from the start. | Available until the Modern Age. | | bear pelt headcover | 4 | bearpeltwhite | none | Available from the start. | Available until the Modern Age. | | furcap | 2 | bearpeltwhite | none | Requires 89 Medical research points. | Available until the Modern Age. | | furhat | 2 | bearpeltwhite | none | Requires 89 Medical research points. | Available until the Modern Age. | | regal ermine cape | 9 | bearpeltwhite | none | Requires 38 Medical research points. | Available until the Modern Age. | | white napoleonic bearskin hat | 4 | bearpeltwhite | none | Requires 88 Military, 92 Medical research points. | Available until the Imperial Age. |

bisonpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | -------------------- | ---- | --------- | -------- | ------------------------------------ | ------------------------------- | | bison pelt headcover | 3 | bisonpelt | none | Available from the start. | Available until the Modern Age. | | furcap | 2 | bisonpelt | none | Requires 89 Medical research points. | Available until the Modern Age. | | furhat | 2 | bisonpelt | none | Requires 89 Medical research points. | Available until the Modern Age. | | bisonhead furhat | 3 | bisonpelt | none | Requires 89 Medical research points. | Available until the Modern Age. | | primitive pelt coat | 6 | bisonpelt | none | Available from the start. | Available until the Stone Age. | | fur coat | 6 | bisonpelt | none | Requires 20 Medical research points. | Available until the Modern Age. | | fancy fur coat | 10 | bisonpelt | none | Available from the start. | Available until the Modern Age. | | fur boots | 3 | bisonpelt | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | bisonpelt | none | Available from the start. | Available until the Modern Age. |

bone

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------------------ | ---- | -------- | -------- | --------------------------------------------------------------- | ------------------------------------- | | bone talisman | 2 | bone | none | Available from the start. | Available until the Imperial Age. | | skull mask | 5 | bone | none | Available from the start. | Available until the Middle Ages. | | bone helmet | 10 | bone | none | Available from the start. | Available until the Middle Ages. | | bone armor | 10 | bone | none | Available from the start. | Available until the Bronze Age. | | primitive bone hair-pipe armor | 5 | bone | none | Available from the start. | Available until the Middle Ages. | | bone hatchet | 2 | bone | none | Available from the start. | Available until the Modern Age. | | battle axe | 10 | bone | none | Available from the start. | Available until the Industrial Age. | | tribal bone knife | 4 | bone | none | Available from the start. | Available until the Industrial Age. | | bone pickaxe | 2 | bone | none | Available from the start. | Available until the Modern Age. | | bone shovel | 2 | bone | none | Available from the start. | Available until the Modern Age. | | blowing horn | 4 | bone | none | Available from the start. | Available until the Industrial Age. | | dice | 2 | bone | none | Requires 15 Industrial research points. | Available until the Modern Age. | | tomahawk | 4 | bone | none | Requires 25 Industrial research points. | Available until the Industrial Age. | | bone dart | 2 | bone | none | Requires 9 Industrial, 14 Military, 12 Medical research points. | Available until the Early Modern Age. |

bronze

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------------------------- | ---- | -------- | ---------------------- | ---------------------------------------------------- | ----------------------------------- | | bronze cart | 30 | bronze | logistics | Requires 100 Industrial research points. | Available until the Industrial Age. | | bronze bathtub | 50 | bronze | hygiene | Requires 30 Industrial, 20 Medical research points. | Available until the Industrial Age. | | bronze public bathtub | 50 | bronze | hygiene | Requires 85 Industrial, 60 Medical research points. | Available until the Industrial Age. | | bronze etsy lamp | 4 | bronze | none | Requires 15 Industrial research points. | Available until the Modern Age. | | ashtray | 3 | bronze | none | Requires 20 Industrial research points. | Available until the Modern Age. | | large bronze double doors | 8 | bronze | none | Requires 18 Industrial research points. | Available until the Modern Age. | | shears | 2 | bronze | tools | Available from the start. | Available until the Modern Age. | | bronze phrigian helmet | 4 | bronze | armor | Requires 21 Industrial, 16 Military research points. | Available until the Bronze Age. | | bronze montefortino helmet | 4 | bronze | armor | Requires 21 Industrial, 16 Military research points. | Available until the Bronze Age. | | bronze chestplate | 6 | bronze | armor | Requires 24 Industrial, 21 Military research points. | Available until the Middle Ages. | | bronze dragoon helmet | 7 | bronze | armor | Requires 88 Military, 92 Medical research points. | Available until the Imperial Age. | | bronze retractor | 2 | bronze | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. | | bronze hemostat | 2 | bronze | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. | | bronze cautery | 2 | bronze | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. | | bronze bone saw | 2 | bronze | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. | | bronze bone setter | 2 | bronze | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. | | bronze scalpel | 2 | bronze | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. | | bronze arm bangles | 2 | bronze | none | Available from the start. | Available until the Modern Age. | | spiked bracers | 3 | bronze | none | Requires 180 Industrial research points. | Available until the Modern Age. | | bronze medal | 2 | bronze | none | Requires 60 Industrial, 60 Military research points. | Available until the Modern Age. | | bronze statue | 10 | bronze | religious & decoration | Requires 10 Industrial research points. | Available until the Modern Age. | | bronze sarcophagus | 25 | bronze | religious & decoration | Available from the start. | Available until the Bronze Age. | | monumental bronze statue of karl marx | 30 | bronze | religious & decoration | Requires 125 Industrial research points. | Available until the Modern Age. | | bronze bust of karl marx | 3 | bronze | religious & decoration | Requires 125 Industrial research points. | Available until the Modern Age. | | globe | 8 | bronze | religious & decoration | Requires 85 Industrial, 80 Military research points. | Available until the Modern Age. |

catpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ---------- | ---- | -------- | -------- | ------------------------------------ | ------------------------------- | | pelt coat | 6 | catpelt | none | Available from the start. | Available until the Stone Age. | | fur coat | 6 | catpelt | none | Requires 20 Medical research points. | Available until the Modern Age. | | fur boots | 3 | catpelt | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | catpelt | none | Available from the start. | Available until the Modern Age. | | furcap | 2 | catpelt | none | Requires 89 Medical research points. | Available until the Modern Age. | | furhat | 2 | catpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |

chitin

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------- | ---- | -------- | -------- | ------------------------- | ------------------------------ | | chitin mask | 4 | chitin | none | Available from the start. | Available until the Stone Age. | | chitin helmet | 7 | chitin | none | Available from the start. | Available until the Stone Age. | | chitin armor | 14 | chitin | none | Available from the start. | Available until the Stone Age. |

clay

| Item | Cost | Material | Category | Research Needed | Available Until | | -------------------------------- | ---- | -------- | ----------------------- | ---------------------------------------- | -------------------------------- | | unfired clay roofing | 0.5 | clay | none | Available from the start. | Available until the Modern Age. | | unfired blue clay roofing | 0.5 | clay | none | Requires 18 Industrial research points. | Available until the Modern Age. | | unfired black clay roofing | 0.5 | clay | none | Requires 18 Industrial research points. | Available until the Modern Age. | | unfired black kerawa roofing | 0.5 | clay | none | Available from the start. | Available until the Modern Age. | | concrete roof builder | 0.75 | clay | none | Requires 103 Industrial research points. | Available until the Modern Age. | | unfired clay vase | 3 | clay | kitchen | Available from the start. | Available until the Modern Age. | | unfired clay wine cup | 1 | clay | kitchen | Available from the start. | Available until the Modern Age. | | unfired clay bowl | 1 | clay | kitchen | Available from the start. | Available until the Modern Age. | | unfired clay jug | 2 | clay | kitchen | Available from the start. | Available until the Modern Age. | | unfired clay cup | 1 | clay | kitchen | Available from the start. | Available until the Modern Age. | | unfired clay cooking pot | 2 | clay | none | Available from the start. | Available until the Modern Age. | | unfired very small clay pot | 1 | clay | none | Available from the start. | Available until the Modern Age. | | unfired small clay pot | 1 | clay | none | Available from the start. | Available until the Modern Age. | | unfired medium clay pot | 2 | clay | kitchen | Available from the start. | Available until the Modern Age. | | unfired large clay pot | 3 | clay | kitchen | Available from the start. | Available until the Modern Age. | | unfired clay pitcher | 2 | clay | kitchen | Available from the start. | Available until the Modern Age. | | unfired large clay pitcher | 3 | clay | kitchen | Available from the start. | Available until the Modern Age. | | unfired clay blocks | 0.5 | clay | none | Available from the start. | Available until the Modern Age. | | unfired clay bricks | 0.5 | clay | none | Requires 82 Industrial research points. | Available until the Modern Age. | | unfired cement bricks | 4 | clay | none | Requires 82 Industrial research points. | Available until the Modern Age. | | concrete floor | 0.5 | clay | none | Requires 103 Industrial research points. | Available until the Modern Age. | | clay brick bloomery | 10 | clay | none | Requires 26 Industrial research points. | Available until the Modern Age. | | clay kiln | 10 | clay | none | Requires 26 Industrial research points. | Available until the Modern Age. | | concrete pillar | 2 | clay | none | Requires 103 Industrial research points. | Available until the Modern Age. | | unfired ingot mold | 1.5 | clay | molds | Available from the start. | Available until the Modern Age. | | unfired axehead mold | 1.5 | clay | molds | Available from the start. | Available until the Modern Age. | | unfired sword mold | 5 | clay | molds | Available from the start. | Available until the Modern Age. | | unfired knife mold | 1 | clay | molds | Available from the start. | Available until the Modern Age. | | unfired spearhead mold | 1.5 | clay | molds | Available from the start. | Available until the Modern Age. | | unfired pickaxe mold | 3 | clay | molds | Available from the start. | Available until the Modern Age. | | unfired shovel mold | 3 | clay | molds | Available from the start. | Available until the Modern Age. | | unfired arrowhead mold | 1 | clay | molds | Available from the start. | Available until the Modern Age. | | unfired blacksmith clay pot | 2 | clay | molds | Available from the start. | Available until the Modern Age. | | unfired blacksmith clay jug | 5 | clay | molds | Available from the start. | Available until the Modern Age. | | raw stucco | 1.5 | clay | wall coverings & stucco | Requires 18 Industrial research points. | Available until the Modern Age. | | raw roman stucco | 1.5 | clay | wall coverings & stucco | Requires 18 Industrial research points. | Available until the Middle Ages. | | light clay plant pot | 4 | clay | plant pots & decoration | Requires 18 Industrial research points. | Available until the Modern Age. | | medium sized yellow clay planter | 4 | clay | plant pots & decoration | Requires 18 Industrial research points. | Available until the Modern Age. |

cloth

| Item | Cost | Material | Category | Research Needed | Available Until | | ---------------------------------- | ---- | -------- | ---------------------------------- | --------------------------------------------------- | ------------------------------------- | | small cloth sail | 15 | cloth | none | Requires 22 Medical research points. | Available until the Modern Age. | | cigarette pack | 1 | cloth | none | Requires 90 Industrial research points. | Available until the Modern Age. | | sandbag | 1 | cloth | none | Requires 90 Medical research points. | Available until the Modern Age. | | cashbag | 1 | cloth | none | Requires 90 Medical research points. | Available until the Modern Age. | | courier sneakers | 3 | cloth | foot wear | Requires 180 Medical research points. | Available until the Modern Age. | | oven mittens | 3 | cloth | gloves | Requires 45 Industrial, 8 Medical research points. | Available until the Modern Age. | | motorist gloves | 3 | cloth | gloves | Requires 180 Medical research points. | Available until the Modern Age. | | customizable armband | 1 | cloth | accessories | Available from the start. | Available until the Modern Age. | | customizable sash | 1 | cloth | accessories | Available from the start. | Available until the Modern Age. | | customizable cape | 2 | cloth | accessories | Available from the start. | Available until the Imperial Age. | | customizable tabard | 2 | cloth | accessories | Available from the start. | Available until the Imperial Age. | | customizable apron | 2 | cloth | accessories | Available from the start. | Available until the Modern Age. | | customizable priest band | 1.5 | cloth | accessories | Requires 28 Medical research points. | Available until the Modern Age. | | customizable scarf | 2 | cloth | accessories | Requires 70 Medical research points. | Available until the Modern Age. | | neck ruffle | 2 | cloth | accessories | Requires 70 Medical research points. | Available until the Imperial Age. | | customizable tie | 2 | cloth | accessories | Requires 95 Medical research points. | Available until the Modern Age. | | customizable bowtie | 2 | cloth | accessories | Requires 95 Medical research points. | Available until the Modern Age. | | white bedsheet | 2 | cloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. | | medical bedsheet | 2 | cloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. | | brown bedsheet | 2 | cloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. | | blue bedsheet | 2 | cloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. | | yellow bedsheet | 2 | cloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. | | red bedsheet | 2 | cloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. | | custom flag maker | 4 | cloth | banners & flags | Requires 21 Medical research points. | Available until the Modern Age. | | faction banner (square) | 3 | cloth | banners & flags | Requires 21 Medical research points. | Available until the Modern Age. | | faction banner (gonfalon) | 3 | cloth | banners & flags | Requires 21 Medical research points. | Available until the Modern Age. | | religious banner | 3 | cloth | banners & flags | Requires 21 Medical research points. | Available until the Modern Age. | | bandages | 1 | cloth | healthcare | Requires 19 Medical research points. | Available until the Modern Age. | | surgery kit | 6 | cloth | healthcare | Requires 18 Industrial, 26 Medical research points. | Available until the Modern Age. | | burn kit | 1 | cloth | healthcare | Requires 43 Medical research points. | Available until the Modern Age. | | trauma kit | 2 | cloth | healthcare | Requires 56 Medical research points. | Available until the Modern Age. | | surgical mask | 1 | cloth | healthcare | Requires 108 Medical research points. | Available until the Modern Age. | | pink carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. | | red carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. | | orange carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. | | purple carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. | | blue carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. | | teal carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. | | green carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. | | black carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. | | white carpet | 1 | cloth | carpeting | Requires 45 Industrial research points. | Available until the Modern Age. | | cloth curtain | 1 | cloth | furniture | Available from the start. | Available until the Modern Age. | | foldable canopy | 4 | cloth | furniture | Requires 19 Medical research points. | Available until the Modern Age. | | sofa (left) | 8 | cloth | furniture | Requires 93 Medical research points. | Available until the Modern Age. | | sofa (centre) | 8 | cloth | furniture | Requires 93 Medical research points. | Available until the Modern Age. | | sofa (right) | 8 | cloth | furniture | Requires 93 Medical research points. | Available until the Modern Age. | | plague doctor suit | 5 | cloth | jackets & vests | Requires 38 Medical research points. | Available until the Imperial Age. | | custom haori jacket | 4 | cloth | jackets & vests | Requires 38 Medical research points. | Available until the Modern Age. | | black haori jacket | 4 | cloth | jackets & vests | Requires 38 Medical research points. | Available until the Modern Age. | | monk robes | 6 | cloth | jackets & vests | Requires 38 Medical research points. | Available until the Modern Age. | | custom colonial jacket | 5 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. | | custom colonial coat | 7 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. | | black jacket | 6 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Industrial Age. | | fancy brown jacket | 10 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. | | fancy red jacket | 10 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. | | blue vest | 4 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Modern Age. | | black vest | 4 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Modern Age. | | customizable poncho | 2 | cloth | jackets & vests | Requires 57 Medical research points. | Available until the Modern Age. | | black vest | 4 | cloth | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. | | blue vest | 4 | cloth | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. | | olive vest | 4 | cloth | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. | | brown winter coat | 10 | cloth | jackets & vests | Requires 99 Medical research points. | Available until the Modern Age. | | grey winter coat | 10 | cloth | jackets & vests | Requires 99 Medical research points. | Available until the Modern Age. | | chest length apron | 4 | cloth | jackets & vests | Requires 105 Medical research points. | Available until the Modern Age. | | waist length apron | 4 | cloth | jackets & vests | Requires 105 Medical research points. | Available until the Modern Age. | | charcoal suit | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | black suit | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | dark black suit | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | burgundy suit | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | checkered suit | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | victorian tailcoat | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | cream short jacket | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | navy suit | 15 | cloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | olive drab NBC suit | 12 | cloth | jackets & vests | Requires 145 Medical research points. | Available until the Modern Age. | | olive drab NBC hood | 3 | cloth | jackets & vests | Requires 145 Medical research points. | Available until the Modern Age. | | yellow NBC suit | 12 | cloth | jackets & vests | Requires 145 Medical research points. | Available until the Modern Age. | | yellow NBC hood | 3 | cloth | jackets & vests | Requires 145 Medical research points. | Available until the Modern Age. | | grey parka | 8 | cloth | jackets & vests | Requires 145 Medical research points. | Available until the Modern Age. | | blue hawaiian shirt | 3 | cloth | jackets & vests | Requires 165 Medical research points. | Available until the Modern Age. | | orange hawaiian shirt | 3 | cloth | jackets & vests | Requires 165 Medical research points. | Available until the Modern Age. | | purple hawaiian shirt | 3 | cloth | jackets & vests | Requires 165 Medical research points. | Available until the Modern Age. | | green hawaiian shirt | 3 | cloth | jackets & vests | Requires 165 Medical research points. | Available until the Modern Age. | | motorist jacket | 6 | cloth | jackets & vests | Requires 180 Medical research points. | Available until the Modern Age. | | linothorax armor | 8 | cloth | armor | Requires 20 Military, 23 Medical research points. | Available until the Imperial Age. | | purple arabic turban helmet | 5 | cloth | armor | Requires 38 Medical research points. | Available until the Imperial Age. | | red arabic turban helmet | 5 | cloth | armor | Requires 38 Medical research points. | Available until the Imperial Age. | | green arabic turban helmet | 5 | cloth | armor | Requires 38 Medical research points. | Available until the Imperial Age. | | blue arabic turban helmet | 5 | cloth | armor | Requires 38 Medical research points. | Available until the Imperial Age. | | emirate turban | 7 | cloth | armor | Requires 38 Medical research points. | Available until the Imperial Age. | | fiendish headdress | 4 | cloth | hats | Requires 18 Medical research points. | Available until the Industrial Age. | | semitic cap | 4 | cloth | hats | Requires 18 Medical research points. | Available until the Imperial Age. | | mayan headdress | 4 | cloth | hats | Requires 18 Medical research points. | Available until the Imperial Age. | | pharoah headdress | 6 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. | | nemes headdress | 6 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. | | black egyptian headdress | 4 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. | | blue egyptian headdress | 4 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. | | red egyptian headdress | 4 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. | | hedjet crown | 5 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. | | deshret crown | 5 | cloth | hats | Requires 18 Medical research points. | Available until the Bronze Age. | | straw hat | 3 | cloth | hats | Requires 18 Medical research points. | Available until the Modern Age. | | pschent crown | 5 | cloth | hats | Requires 24 Medical research points. | Available until the Bronze Age. | | ainu bandana | 4 | cloth | hats | Requires 28 Medical research points. | Available until the Early Modern Age. | | brown padded head-cap | 4 | cloth | hats | Requires 32 Military, 42 Medical research points. | Available until the Middle Ages. | | grey padded head-cap | 4 | cloth | hats | Requires 32 Military, 42 Medical research points. | Available until the Middle Ages. | | ratty old padded head-cap | 4 | cloth | hats | Requires 32 Military, 42 Medical research points. | Available until the Middle Ages. | | hooded cape | 6 | cloth | hats | Requires 35 Medical research points. | Available until the Imperial Age. | | count hat | 5 | cloth | hats | Requires 35 Medical research points. | Available until the Modern Age. | | colored turban | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. | | white turban | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. | | grand turban | 5 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. | | custom taqiyah | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. | | custom hijab | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. | | custom keffiyeh | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. | | custom kippa | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. | | phrigian hat | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Middle Ages. | | red phrigian hat | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Middle Ages. | | blue phrigian hat | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Middle Ages. | | doge hat | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Imperial Age. | | plague doctor hat | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Imperial Age. | | nun hood | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Modern Age. | | customizable hennin | 2 | cloth | hats | Requires 38 Medical research points. | Available until the Imperial Age. | | custom noble hat | 4 | cloth | hats | Requires 38 Medical research points. | Available until the Imperial Age. | | feathered hat | 3 | cloth | hats | Requires 52 Medical research points. | Available until the Modern Age. | | custom feather cap | 4 | cloth | hats | Requires 52 Medical research points. | Available until the Modern Age. | | kasa hat | 3 | cloth | hats | Requires 40 Medical research points. | Available until the Modern Age. | | jingasa hat | 5 | cloth | hats | Requires 40 Medical research points. | Available until the Modern Age. | | gat hat | 2 | cloth | hats | Requires 52 Medical research points. | Available until the Modern Age. | | artisan hat | 2 | cloth | hats | Requires 52 Medical research points. | Available until the Imperial Age. | | red beret | 2 | cloth | hats | Requires 62 Medical research points. | Available until the Modern Age. | | blue beret | 2 | cloth | hats | Requires 62 Medical research points. | Available until the Modern Age. | | custom beret | 2 | cloth | hats | Requires 62 Medical research points. | Available until the Modern Age. | | black bicorne | 2 | cloth | hats | Requires 78 Medical research points. | Available until the Industrial Age. | | black tricorne | 3 | cloth | hats | Requires 78 Medical research points. | Available until the Industrial Age. | | tarred hat | 3 | cloth | hats | Requires 78 Medical research points. | Available until the Early Modern Age. | | capotain | 4 | cloth | hats | Requires 80 Medical research points. | Available until the Industrial Age. | | pilgrim hat | 4 | cloth | hats | Requires 80 Medical research points. | Available until the Industrial Age. | | nurse hat | 2 | cloth | hats | Requires 88 Medical research points. | Available until the Modern Age. | | bowler hat | 2 | cloth | hats | Requires 98 Medical research points. | Available until the Modern Age. | | sombrero | 4 | cloth | hats | Requires 98 Medical research points. | Available until the Modern Age. | | vaquero hat | 4 | cloth | hats | Requires 98 Medical research points. | Available until the Industrial Age. | | bandit hat | 4 | cloth | hats | Requires 98 Medical research points. | Available until the Industrial Age. | | tophat | 5 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | ten gallon hat | 5 | cloth | hats | Requires 109 Medical research points. | Available until the Early Modern Age. | | brown flatcap | 2 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | blue flatcap | 2 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | grey flatcap | 2 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | custom officer cap | 4 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | custom field cap | 3 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | black balaclava | 2 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | customizable beanie | 2 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | pimphat | 2 | cloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | ushanka | 4 | cloth | hats | Requires 110 Medical research points. | Available until the Modern Age. | | police cap | 4 | cloth | military & law enforcement clothes | Requires 160 Medical research points. | Available until the Modern Age. | | eyepatch | 2 | cloth | masks & eyewear | Requires 18 Medical research points. | Available until the Modern Age. | | blindfold | 2 | cloth | masks & eyewear | Requires 18 Medical research points. | Available until the Modern Age. | | plague doctor mask | 4 | cloth | masks & eyewear | Requires 38 Medical research points. | Available until the Imperial Age. | | shemagh | 2 | cloth | masks & eyewear | Requires 38 Medical research points. | Available until the Modern Age. | | kerchief | 2 | cloth | masks & eyewear | Requires 38 Medical research points. | Available until the Modern Age. | | bandana | 2 | cloth | masks & eyewear | Requires 52 Medical research points. | Available until the Modern Age. | | custom bandana | 2 | cloth | masks & eyewear | Requires 52 Medical research points. | Available until the Modern Age. | | red kerchief | 2 | cloth | masks & eyewear | Requires 98 Medical research points. | Available until the Modern Age. | | grey kerchief | 2 | cloth | masks & eyewear | Requires 98 Medical research points. | Available until the Modern Age. | | sterile mask | 2 | cloth | masks & eyewear | Requires 140 Medical research points. | Available until the Modern Age. | | cotton loincloth | 2 | cloth | clothing | Available from the start. | Available until the Stone Age. | | mayan loincloth | 2 | cloth | clothing | Requires 6 Medical research points. | Available until the Imperial Age. | | huipil | 3 | cloth | clothing | Requires 18 Medical research points. | Available until the Industrial Age. | | half huipil | 2 | cloth | clothing | Requires 18 Medical research points. | Available until the Industrial Age. | | white kimono | 4 | cloth | clothing | Requires 18 Medical research points. | Available until the Modern Age. | | customizable long tunic | 4 | cloth | clothing | Requires 18 Medical research points. | Available until the Modern Age. | | customizable toga | 3 | cloth | clothing | Requires 18 Medical research points. | Available until the Middle Ages. | | customizable shendyt | 2 | cloth | clothing | Requires 18 Medical research points. | Available until the Middle Ages. | | customizable celtic trousers | 2 | cloth | clothing | Requires 18 Medical research points. | Available until the Bronze Age. | | customizable tribal robe | 3 | cloth | clothing | Requires 18 Medical research points. | Available until the Imperial Age. | | fancy shendyt | 8 | cloth | clothing | Requires 21 Medical research points. | Available until the Middle Ages. | | great shendyt | 10 | cloth | clothing | Requires 21 Medical research points. | Available until the Middle Ages. | | blue ainu robes | 3 | cloth | clothing | Requires 28 Medical research points. | Available until the Early Modern Age. | | brown ainu robes | 3 | cloth | clothing | Requires 28 Medical research points. | Available until the Early Modern Age. | | black haori | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. | | blue haori | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. | | red haori | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. | | customizable haori | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. | | beggar clothing | 2 | cloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. | | black priest outfit | 4 | cloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. | | merchant outfit | 5 | cloth | clothing | Requires 75 Medical research points. | Available until the Modern Age. | | count outfit | 6 | cloth | clothing | Requires 35 Medical research points. | Available until the Modern Age. | | customizable tunic | 4 | cloth | clothing | Requires 38 Medical research points. | Available until the Early Modern Age. | | customizable crinoline dress | 4 | cloth | clothing | Requires 38 Medical research points. | Available until the Early Modern Age. | | customizable arabic tunic | 4 | cloth | clothing | Requires 38 Medical research points. | Available until the Early Modern Age. | | light brown arabic tunic | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the Early Modern Age. | | light white arabic tunic | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the Early Modern Age. | | emirate tunic | 4 | cloth | clothing | Requires 38 Medical research points. | Available until the Early Modern Age. | | light hanfu | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. | | dark hanfu | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. | | green hanfu | 3 | cloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. | | doge outfit | 8 | cloth | clothing | Requires 38 Medical research points. | Available until the Imperial Age. | | customizable renaissance clothing | 6 | cloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. | | customizable pontifical clothing | 6 | cloth | clothing | Requires 59 Medical research points. | Available until the Modern Age. | | baggy renaissance clothing | 6 | cloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. | | pontifical renaissance clothing | 6 | cloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. | | artisan clothing | 3 | cloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. | | dark artisan clothing | 3 | cloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. | | light artisan clothing | 3 | cloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. | | custom colonial outfit | 4 | cloth | clothing | Requires 70 Medical research points. | Available until the Modern Age. | | custom short colonial outfit | 4 | cloth | clothing | Requires 70 Medical research points. | Available until the Modern Age. | | blue colonial clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Industrial Age. | | white colonial clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Industrial Age. | | short-sleeved colonial clothing | 2 | cloth | clothing | Requires 78 Medical research points. | Available until the Industrial Age. | | fancy colonial clothing | 5 | cloth | clothing | Requires 78 Medical research points. | Available until the Industrial Age. | | green colonial clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Industrial Age. | | pink colonial clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Industrial Age. | | black stripes clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Imperial Age. | | red stripes clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Imperial Age. | | blue stripes clothing | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Imperial Age. | | customizable pyjamas | 3 | cloth | clothing | Requires 78 Medical research points. | Available until the Modern Age. | | pilgrim uniform | 4 | cloth | clothing | Requires 80 Medical research points. | Available until the Industrial Age. | | lederhosen | 4 | cloth | clothing | Requires 80 Medical research points. | Available until the Modern Age. | | pioneer outfit | 3 | cloth | clothing | Requires 98 Medical research points. | Available until the Early Modern Age. | | rancher outfit | 3 | cloth | clothing | Requires 98 Medical research points. | Available until the 2nd World War. | | cowboy outfit | 3 | cloth | clothing | Requires 98 Medical research points. | Available until the Modern Age. | | customizable pyjamas | 3 | cloth | clothing | Requires 98 Medical research points. | Available until the Modern Age. | | checkered outfit | 3 | cloth | clothing | Requires 112 Medical research points. | Available until the Modern Age. | | light brown outfit | 4 | cloth | clothing | Requires 112 Industrial research points. | Available until the Modern Age. | | black outfit | 4 | cloth | clothing | Requires 112 Industrial research points. | Available until the Modern Age. | | grey outfit | 4 | cloth | clothing | Requires 112 Industrial research points. | Available until the Modern Age. | | brown outfit | 4 | cloth | clothing | Requires 112 Industrial research points. | Available until the Modern Age. | | farmer outfit | 4 | cloth | clothing | Requires 112 Industrial research points. | Available until the Modern Age. | | mechanic outfit | 4 | cloth | clothing | Requires 112 Industrial research points. | Available until the Modern Age. | | custom victorian uniform | 3 | cloth | clothing | Requires 112 Medical research points. | Available until the Modern Age. | | worker outfit | 3 | cloth | clothing | Requires 112 Medical research points. | Available until the 2nd World War. | | texan shirt outfit | 5 | cloth | clothing | Requires 112 Medical research points. | Available until the Modern Age. | | black victorian shirt and vest | 5 | cloth | clothing & vests | Requires 112 Medical research points. | Available until the 2nd World War. | | black victorian shirt and red vest | 5 | cloth | clothing | Requires 112 Medical research points. | Available until the 2nd World War. | | red victorian shirt and black vest | 5 | cloth | clothing | Requires 112 Medical research points. | Available until the 2nd World War. | | custom modern outfit | 4 | cloth | clothing | Requires 120 Medical research points. | Available until the Modern Age. | | custom baggy modern outfit | 4 | cloth | clothing | Requires 120 Medical research points. | Available until the Modern Age. | | custom short modern outfit | 4 | cloth | clothing | Requires 120 Medical research points. | Available until the Modern Age. | | motorist outfit | 4 | cloth | clothing | Requires 180 Medical research points. | Available until the Modern Age. | | punk outfit | 3 | cloth | clothing | Requires 180 Medical research points. | Available until the Modern Age. | | customizable roman dress | 4 | cloth | feminine clothing | Requires 18 Medical research points. | Available until the Modern Age. | | nun dress | 4 | cloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. | | plain black dress | 4 | cloth | feminine clothing | Requires 38 Medical research points. | Available until the 2nd World War. | | blue sari | 4 | cloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. | | red sari | 4 | cloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. | | customizable dress | 4 | cloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. | | customizable buttoned dress | 4 | cloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. | | dark dress | 3 | cloth | feminine clothing | Requires 78 Medical research points. | Available until the Industrial Age. | | blue dress | 3 | cloth | feminine clothing | Requires 78 Medical research points. | Available until the Industrial Age. | | brown dress | 3 | cloth | feminine clothing | Requires 78 Medical research points. | Available until the Industrial Age. | | green dress | 3 | cloth | feminine clothing | Requires 78 Medical research points. | Available until the Industrial Age. | | red dress | 3 | cloth | feminine clothing | Requires 78 Medical research points. | Available until the Industrial Age. | | blue debutante gown | 8 | cloth | feminine clothing | Requires 80 Medical research points. | Available until the Modern Age. | | orange debutante gown | 8 | cloth | feminine clothing | Requires 80 Medical research points. | Available until the Modern Age. | | purple debutante gown | 8 | cloth | feminine clothing | Requires 80 Medical research points. | Available until the Modern Age. | | red debutante gown | 8 | cloth | feminine clothing | Requires 80 Medical research points. | Available until the Modern Age. | | yellow debutante gown | 8 | cloth | feminine clothing | Requires 80 Medical research points. | Available until the Modern Age. | | nightingale dress | 4 | cloth | feminine clothing | Requires 88 Medical research points. | Available until the Early Modern Age. | | saloon dress outfit | 4 | cloth | feminine clothing | Requires 98 Medical research points. | Available until the 2nd World War. | | cheongsam dress | 5 | cloth | feminine clothing | Requires 98 Medical research points. | Available until the Modern Age. | | short black dress | 4 | cloth | feminine clothing | Requires 98 Medical research points. | Available until the 2nd World War. | | wedding dress | 10 | cloth | feminine clothing | Requires 98 Medical research points. | Available until the Modern Age. | | victorian black dress | 5 | cloth | feminine clothing | Requires 112 Medical research points. | Available until the 2nd World War. | | blue traditional dress | 5 | cloth | feminine clothing | Requires 112 Medical research points. | Available until the 2nd World War. | | yellow traditional dress | 4 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. | | orange traditional dress | 4 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. | | purple traditional dress | 4 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. | | red traditional dress | 4 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. | | yellow sundress | 3 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. | | blue sundress | 3 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. | | orange sundress | 3 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. | | purple sundress | 3 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. | | red sundress | 3 | cloth | feminine clothing | Requires 128 Medical research points. | Available until the Modern Age. | | green landschneckt uniform | 6 | cloth | clothing | Requires 48 Medical research points. | Available until the Middle Ages. | | blue landschneckt uniform | 6 | cloth | clothing | Requires 48 Medical research points. | Available until the Middle Ages. | | red landschneckt uniform | 6 | cloth | clothing | Requires 48 Medical research points. | Available until the Middle Ages. | | conquistador uniform | 5 | cloth | military & law enforcement clothes | Requires 78 Medical research points. | Available until the Industrial Age. | | constable outfit | 5 | cloth | military & law enforcement clothes | Requires 138 Medical research points. | Available until the Modern Age. | | police outfit | 5 | cloth | military & law enforcement clothes | Requires 160 Medical research points. | Available until the Modern Age. | | custom camo uniform | 4 | cloth | military & law enforcement clothes | Requires 130 Medical research points. | Available until the Modern Age. | | rucksack | 16 | cloth | storage | Requires 48 Medical research points. | Available until the Modern Age. |

clothpimp coat

| Item | Cost | Material | Category | Research Needed | Available Until | | ---- | ---- | -------------- | --------------- | ------------------------------------- | ------------------------------- | | | 6 | clothpimp coat | jackets & vests | Requires 180 Medical research points. | Available until the Modern Age. |

coca

| Item | Cost | Material | Category | Research Needed | Available Until | | ------- | ---- | -------- | -------- | ------------------------------------ | ------------------------------- | | cocaine | 10 | coca | none | Requires 93 Medical research points. | Available until the Modern Age. |

copper

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------------- | ---- | -------- | ---------- | --------------------------------------------------- | --------------------------------- | | copper cart | 30 | copper | logistics | Requires 80 Industrial research points. | Available until the Imperial Age. | | copper bathtub | 50 | copper | hygiene | Requires 25 Industrial, 15 Medical research points. | Available until the Middle Ages. | | copper public bathtub | 50 | copper | hygiene | Requires 70 Industrial, 50 Medical research points. | Available until the Imperial Age. | | copper coins | 1 | copper | none | Available from the start. | Available until the Modern Age. | | copper lamp | 3 | copper | none | Available from the start. | Available until the Modern Age. | | small copper pot | 3 | copper | none | Available from the start. | Available until the Modern Age. | | large copper pot | 5 | copper | none | Available from the start. | Available until the Modern Age. | | trombone | 6 | copper | none | Requires 83 Industrial research points. | Available until the Modern Age. | | handbell | 2 | copper | none | Requires 40 Industrial research points. | Available until the Modern Age. | | large copper double doors | 5 | copper | none | Requires 18 Industrial research points. | Available until the Modern Age. | | rifle casing (x3) | 1 | copper | ammunition | Requires 105 Industrial research points. | Available until the Modern Age. | | pistol casing (x3) | 1 | copper | ammunition | Requires 105 Industrial research points. | Available until the Modern Age. | | artillery casing | 2 | copper | ammunition | Requires 105 Industrial research points. | Available until the Modern Age. | | field cannon casing | 2 | copper | ammunition | Requires 105 Industrial research points. | Available until the Modern Age. | | ammo clip (5) | 1 | copper | ammunition | Requires 105 Industrial research points. | Available until the Modern Age. | | ammo belt (100) | 7 | copper | ammunition | Requires 125 Industrial research points. | Available until the Modern Age. | | grenade casing | 2 | copper | ammunition | Requires 115 Industrial research points. | Available until the Modern Age. | | electronic circuits | 1 | copper | none | Requires 95 Industrial research points. | Available until the Modern Age. | | telegraph | 12 | copper | machinery | Requires 105 Industrial research points. | Available until the Modern Age. | | teleprinter | 12 | copper | machinery | Requires 105 Industrial research points. | Available until the Modern Age. | | white cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. | | red cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. | | blue cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. | | yellow cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. | | green cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. | | orange cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. | | cyan cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. | | pink cable coil (10m) | 1 | copper | electrical | Requires 105 Industrial research points. | Available until the Modern Age. | | aztec harness | 4 | copper | armor | Requires 19 Military research points. | Available until the Imperial Age. | | copper arm bangles | 2 | copper | none | Available from the start. | Available until the Modern Age. |

cowpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------------- | ---- | -------- | -------- | ------------------------- | --------------------------------- | | slene cattlefur loincloth | 2 | cowpelt | none | Available from the start. | Available until the Imperial Age. | | nguni shield | 6 | cowpelt | none | Available from the start. | Available until the Imperial Age. | | fur boots | 3 | cowpelt | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | cowpelt | none | Available from the start. | Available until the Modern Age. |

electronics

| Item | Cost | Material | Category | Research Needed | Available Until | | ---------------------- | ---- | ----------- | -------- | ---------------------------------------- | ------------------------------------- | | pill maker | 20 | electronics | none | Requires 100 Industrial research points. | Available until the Modern Age. | | geiger counter | 5 | electronics | none | Requires 110 Industrial research points. | Available until the Modern Age. | | component analyser | 18 | electronics | none | Requires 218 Industrial research points. | Available until the Modern Age. | | laboratory centrifuge | 24 | electronics | none | Requires 100 Industrial research points. | Available until the Modern Age. | | industrial drill | 20 | electronics | none | Requires 125 Industrial research points. | Available until the Modern Age. | | telephone | 2 | electronics | none | Requires 100 Industrial research points. | Available until the Modern Age. | | radio transmitter | 6 | electronics | none | Requires 105 Industrial research points. | Available until the Modern Age. | | radio receiver | 3 | electronics | none | Requires 105 Industrial research points. | Available until the Modern Age. | | 2-way radio | 10 | electronics | none | Requires 137 Industrial research points. | Available until the Modern Age. | | loudspeaker | 3 | electronics | none | Requires 135 Industrial research points. | Available until the Modern Age. | | portable radio | 12 | electronics | none | Requires 141 Industrial research points. | Available until the Modern Age. | | walkie-talkie radio | 16 | electronics | none | Requires 178 Industrial research points. | Available until the Modern Age. | | mobile phone | 20 | electronics | none | Requires 212 Industrial research points. | Available until the Modern Age. | | early camera | 5 | electronics | none | Requires 95 Industrial research points. | Available until the Early Modern Age. | | black and white camera | 6 | electronics | none | Requires 115 Industrial research points. | Available until the Cold War. | | early color camera | 7 | electronics | none | Requires 160 Industrial research points. | Available until the Cold War. | | modern camera | 7 | electronics | none | Requires 205 Industrial research points. | Available until the Modern Age. | | television | 3 | electronics | none | Requires 160 Industrial research points. | Available until the Modern Age. |

flax

| Item | Cost | Material | Category | Research Needed | Available Until | | ---- | ---- | -------- | -------- | ------------------------- | ------------------------------- | | rope | 1 | flax | none | Available from the start. | Available until the Modern Age. |

fossil

| Item | Cost | Material | Category | Research Needed | Available Until | | ----------- | ---- | -------- | -------- | ------------------------- | ------------------------------- | | bones (10x) | 1 | fossil | none | Available from the start. | Available until the Modern Age. | | stone (8x) | 1 | fossil | none | Available from the start. | Available until the Modern Age. |

foxpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------- | ---- | -------- | -------- | ------------------------------------ | ------------------------------- | | primitive pelt coat | 6 | foxpelt | none | Available from the start. | Available until the Stone Age. | | fur coat | 6 | foxpelt | none | Requires 20 Medical research points. | Available until the Modern Age. | | fur boots | 3 | foxpelt | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | foxpelt | none | Available from the start. | Available until the Modern Age. | | fox pelt headcover | 3 | foxpelt | none | Available from the start. | Available until the Modern Age. | | furcap | 2 | foxpelt | none | Requires 89 Medical research points. | Available until the Modern Age. | | furhat | 2 | foxpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |

gatorpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------------------- | ---- | --------- | --------- | ----------------------------------------------------- | ----------------------------------- | | alligator pelt headcover | 3 | gatorpelt | none | Available from the start. | Available until the Modern Age. | | alligator scale armor | 9 | gatorpelt | none | Requires 18 Military, 18 Medical research points. | Available until the Middle Ages. | | alligator scale belt | 3 | gatorpelt | none | Requires 98 Medical research points. | Available until the Cold War. | | alligator scale biker jacket | 6 | gatorpelt | none | Requires 150 Industrial, 175 Medical research points. | Available until the Modern Age. | | alligator scale wallet | 2 | gatorpelt | storage | Requires 87 Industrial research points. | Available until the Modern Age. | | alligator scale satchel | 5 | gatorpelt | storage | Requires 120 Industrial, 125 Medical research points. | Available until the Modern Age. | | alligator scale riding boots | 3 | gatorpelt | foot wear | Requires 98 Medical research points. | Available until the Industrial Age. | | alligator scale ankle boots | 3 | gatorpelt | foot wear | Requires 98 Medical research points. | Available until the Cold War. | | alligator scale laceup shoes | 3 | gatorpelt | foot wear | Requires 112 Industrial, 112 Medical research points. | Available until the Modern Age. | | shirtless alligator scale pants | 3 | gatorpelt | none | Requires 175 Medical research points. | Available until the Modern Age. |

glass

| Item | Cost | Material | Category | Research Needed | Available Until | | --------------------- | ---- | -------- | ---------- | ------------------------------------------------------ | --------------------------------- | | fermentation jar | 3 | glass | none | Available from the start. | Available until the Modern Age. | | vial arrowhead (x4) | 1 | glass | none | Requires 26 Military, 26 Medical research points. | Available until the Modern Age. | | chemical dispenser | 12 | glass | none | Requires 90 Industrial research points. | Available until the Modern Age. | | glass roof builder | 1 | glass | none | Requires 103 Industrial research points. | Available until the Modern Age. | | tribal pot | 2 | glass | drinks | Available from the start. | Available until the Imperial Age. | | drinking glass | 2 | glass | drinks | Requires 22 Industrial research points. | Available until the Modern Age. | | small glass bottle | 2 | glass | drinks | Requires 22 Industrial research points. | Available until the Modern Age. | | glass bottle | 4 | glass | drinks | Requires 22 Industrial research points. | Available until the Modern Age. | | beer bottle | 2 | glass | drinks | Requires 52 Industrial research points. | Available until the Modern Age. | | fancy beer bottle | 3 | glass | drinks | Requires 52 Industrial research points. | Available until the Modern Age. | | teapot | 4 | glass | drinks | Requires 49 Industrial, 24 Medical research points. | Available until the Modern Age. | | teacup | 2 | glass | drinks | Requires 49 Industrial, 24 Medical research points. | Available until the Modern Age. | | wine glass | 2 | glass | drinks | Requires 49 Industrial research points. | Available until the Modern Age. | | beer mug | 2 | glass | drinks | Requires 75 Industrial research points. | Available until the Modern Age. | | coffee mug | 2 | glass | drinks | Requires 110 Industrial research points. | Available until the Modern Age. | | small lightbulb frame | 2 | glass | electrical | Requires 115 Industrial research points. | Available until the Modern Age. | | light tube frame | 3 | glass | electrical | Requires 115 Industrial research points. | Available until the Modern Age. | | light tube | 1 | glass | electrical | Requires 115 Industrial research points. | Available until the Modern Age. | | lightbulb | 2 | glass | electrical | Requires 115 Industrial research points. | Available until the Modern Age. | | dropper | 1 | glass | chemistry | Requires 90 Industrial research points. | Available until the Modern Age. | | vial | 1 | glass | chemistry | Requires 90 Industrial research points. | Available until the Modern Age. | | beaker | 2 | glass | chemistry | Requires 105 Industrial research points. | Available until the Modern Age. | | large beaker | 3 | glass | chemistry | Requires 105 Industrial research points. | Available until the Modern Age. | | laboratory distiller | 10 | glass | chemistry | Requires 105 Industrial research points. | Available until the Modern Age. | | toilet | 4 | glass | furniture | Requires 95 Industrial research points. | Available until the Modern Age. | | mirror | 3 | glass | furniture | Requires 55 Industrial research points. | Available until the Modern Age. | | shower | 10 | glass | furniture | Requires 115 Industrial research points. | Available until the Modern Age. | | sink | 40 | glass | furniture | Requires 115 Industrial research points. | Available until the Modern Age. | | ashtray | 3 | glass | none | Requires 110 Industrial research points. | Available until the Modern Age. | | green glasses | 6 | glass | eyewear | Requires 110 Industrial, 120 Military research points. | Available until the Modern Age. | | corrective glasses | 6 | glass | eyewear | Requires 110 Industrial, 120 Military research points. | Available until the Modern Age. | | sunglasses | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. | | large sunglasses | 2 | glass | eyewear | Requires 165 Industrial research points. | Available until the Modern Age. | | red glasses | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. | | red univisor | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. | | green univisor | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. | | yellow univisor | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. | | cyan univisor | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. | | white univisor | 2 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. | | flashy univisor | 3 | glass | eyewear | Requires 140 Industrial research points. | Available until the Modern Age. |

goatpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------- | ---- | -------- | -------- | ------------------------- | ------------------------------- | | goat pelt headcover | 3 | goatpelt | none | Available from the start. | Available until the Modern Age. |

gold

| Item | Cost | Material | Category | Research Needed | Available Until | | ----------------------- | ---- | -------- | -------- | ----------------------------------------------------- | ------------------------------- | | gold coins | 1 | gold | none | Available from the start. | Available until the Modern Age. | | large gold double doors | 5 | gold | none | Requires 18 Industrial research points. | Available until the Modern Age. | | gold crown | 3 | gold | none | Requires 25 Industrial research points. | Available until the Modern Age. | | gold arm bangles | 2 | gold | none | Available from the start. | Available until the Modern Age. | | gold watch | 6 | gold | none | Requires 110 Industrial, 60 Military research points. | Available until the Modern Age. | | gold medal | 2 | gold | none | Requires 60 Industrial, 60 Military research points. | Available until the Modern Age. | | gold statue | 10 | gold | none | Requires 10 Industrial research points. | Available until the Modern Age. | | gold sarcophagus | 15 | gold | none | Available from the start. | Available until the Bronze Age. | | gold sceptre | 3 | gold | none | Available from the start. | Available until the Modern Age. |

gorillapelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ---------------------- | ---- | ----------- | -------- | ------------------------------------- | ------------------------------- | | primitive pelt coat | 6 | gorillapelt | none | Available from the start. | Available until the Stone Age. | | fur coat | 6 | gorillapelt | none | Requires 20 Medical research points. | Available until the Modern Age. | | fur boots | 3 | gorillapelt | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | gorillapelt | none | Available from the start. | Available until the Modern Age. | | furcap | 2 | gorillapelt | none | Requires 89 Medical research points. | Available until the Modern Age. | | furhat | 2 | gorillapelt | none | Requires 89 Medical research points. | Available until the Modern Age. | | full body gorilla suit | 12 | gorillapelt | none | Requires 112 Medical research points. | Available until the Modern Age. |

hemp

| Item | Cost | Material | Category | Research Needed | Available Until | | ----- | ---- | -------- | -------- | ------------------------- | ------------------------------- | | rope | 1 | hemp | none | Available from the start. | Available until the Modern Age. | | joint | 2 | hemp | none | Available from the start. | Available until the Modern Age. |

humanpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ----------- | ---- | --------- | -------- | ------------------------- | ------------------------------- | | skin coat | 6 | humanpelt | none | Available from the start. | Available until the Modern Age. | | skin boots | 3 | humanpelt | none | Available from the start. | Available until the Modern Age. | | skin gloves | 3 | humanpelt | none | Available from the start. | Available until the Modern Age. |

iron

| Item | Cost | Material | Category | Research Needed | Available Until | | -------------------------------- | ---- | -------- | ------------ | ----------------------------------------------------- | ------------------------------------- | | key | 2 | iron | none | Requires 28 Industrial research points. | Available until the Modern Age. | | keychain | 1 | iron | none | Requires 28 Industrial research points. | Available until the Modern Age. | | lantern | 4 | iron | none | Requires 28 Industrial research points. | Available until the Modern Age. | | ladder | 8 | iron | none | Requires 24 Industrial, 120 Military research points. | Available until the Modern Age. | | iron anvil | 20 | iron | production | Requires 25 Industrial research points. | Available until the Modern Age. | | armor repair bench | 16 | iron | production | Requires 25 Industrial research points. | Available until the Modern Age. | | engine maker | 5 | iron | tools | Requires 115 Industrial research points. | Available until the Modern Age. | | iron blast furnace | 25 | iron | production | Requires 45 Military research points. | Available until the Modern Age. | | iron furnace | 15 | iron | production | Requires 87 Military research points. | Available until the Modern Age. | | firearm maintenance bench | 18 | iron | production | Requires 25 Industrial, 70 Military research points. | Available until the Modern Age. | | large drying rack | 8 | iron | production | Requires 16 Medical research points. | Available until the Modern Age. | | meat grinder | 8 | iron | production | Requires 90 Medical research points. | Available until the Modern Age. | | canner | 7 | iron | production | Requires 95 Industrial research points. | Available until the Modern Age. | | iron plough | 4 | iron | tools | Available from the start. | Available until the Modern Age. | | shears | 2 | iron | tools | Available from the start. | Available until the Modern Age. | | chisel | 8 | iron | tools | Available from the start. | Available until the Modern Age. | | trench shovel | 2 | iron | tools | Requires 14 Industrial research points. | Available until the Modern Age. | | wrench | 5 | iron | tools | Requires 18 Industrial research points. | Available until the Modern Age. | | planting trowel | 3 | iron | tools | Requires 20 Industrial research points. | Available until the Modern Age. | | pitchfork | 4 | iron | tools | Requires 30 Industrial research points. | Available until the Modern Age. | | extraction kit | 14 | iron | tools | Requires 33 Industrial research points. | Available until the Modern Age. | | telescope | 5 | iron | tools | Requires 46 Military research points. | Available until the Modern Age. | | compass | 8 | iron | tools | Requires 46 Industrial research points. | Available until the Modern Age. | | firearm cleaning kit | 5 | iron | tools | Requires 90 Military research points. | Available until the Modern Age. | | clawhammer | 3 | iron | tools | Requires 110 Industrial research points. | Available until the Modern Age. | | fishing rod | 5 | iron | tools | Requires 120 Industrial research points. | Available until the Modern Age. | | handcuffs | 1 | iron | tools | Requires 61 Military research points. | Available until the Modern Age. | | cooking pot | 8 | iron | production | Requires 33 Industrial research points. | Available until the Modern Age. | | oven | 8 | iron | production | Requires 45 Industrial research points. | Available until the Modern Age. | | grill | 8 | iron | production | Requires 150 Industrial research points. | Available until the Modern Age. | | iron altar | 12 | iron | furniture | Available from the start. | Available until the Modern Age. | | table | 4 | iron | furniture | Requires 33 Industrial research points. | Available until the Modern Age. | | brazier | 4 | iron | production | Requires 33 Industrial research points. | Available until the Modern Age. | | rack | 6 | iron | furniture | Requires 40 Industrial research points. | Available until the Modern Age. | | wall mailbox | 3 | iron | furniture | Requires 90 Industrial research points. | Available until the Modern Age. | | bin | 4 | iron | furniture | Requires 105 Industrial research points. | Available until the Modern Age. | | locker | 4 | iron | furniture | Requires 105 Industrial research points. | Available until the Modern Age. | | mechanical trap | 5 | iron | weapons | Requires 32 Military research points. | Available until the Modern Age. | | shuriken | 2 | iron | weapons | Requires 39 Military research points. | Available until the Modern Age. | | kunai | 3 | iron | weapons | Requires 39 Military research points. | Available until the Modern Age. | | bayonet | 2 | iron | weapons | Requires 90 Military research points. | Available until the Modern Age. | | unlocked iron door | 10 | iron | construction | Requires 28 Industrial research points. | Available until the Modern Age. | | locked iron door | 15 | iron | construction | Requires 28 Industrial research points. | Available until the Modern Age. | | faction door | 15 | iron | construction | Requires 28 Industrial research points. | Available until the Modern Age. | | unlocked large iron double doors | 10 | iron | construction | Requires 28 Industrial research points. | Available until the Modern Age. | | key | 2 | iron | none | Requires 28 Industrial research points. | Available until the Modern Age. | | iron picket fence | 3 | iron | construction | Requires 50 Industrial research points. | Available until the Modern Age. | | iron fence | 2 | iron | construction | Requires 50 Industrial research points. | Available until the Modern Age. | | chainlink fence | 3 | iron | construction | Requires 120 Industrial research points. | Available until the Modern Age. | | metal sheet fence | 3 | iron | construction | Requires 145 Industrial research points. | Available until the Modern Age. | | barbwire | 1 | iron | construction | Requires 120 Industrial research points. | Available until the Modern Age. | | musket ball (x2) | 1 | iron | projectiles | Requires 80 Military research points. | Available until the Modern Age. | | small musket ball (x3) | 1 | iron | projectiles | Requires 80 Military research points. | Available until the Modern Age. | | blunderbuss ball (x2) | 1 | iron | projectiles | Requires 80 Military research points. | Available until the Modern Age. | | iron bullet (x3) | 1 | iron | projectiles | Requires 92 Military research points. | Available until the Modern Age. | | cannon ball | 5 | iron | projectiles | Requires 80 Military research points. | Available until the Early Modern Age. | | revolver speedloader (6) | 1 | iron | magazines | Requires 100 Industrial research points. | Available until the Modern Age. | | pistol magazine (8) | 2 | iron | magazines | Requires 105 Industrial research points. | Available until the Modern Age. | | pistol magazine (15) | 3 | iron | magazines | Requires 105 Industrial research points. | Available until the Modern Age. | | magazine (30) | 4 | iron | magazines | Requires 130 Industrial research points. | Available until the Modern Age. | | drum magazine (65) | 7 | iron | magazines | Requires 135 Industrial research points. | Available until the Modern Age. | | iron arm bangles | 2 | iron | none | Available from the start. | Available until the Modern Age. | | monocle | 3 | iron | none | Requires 61 Medical research points. | Available until the Modern Age. | | pocket watch | 6 | iron | none | Requires 105 Industrial, 61 Military research points. | Available until the Modern Age. | | splints | 2 | iron | healthcare | Requires 35 Industrial, 44 Medical research points. | Available until the Modern Age. | | retractor | 2 | iron | healthcare | Requires 35 Industrial, 55 Medical research points. | Available until the Modern Age. | | bone saw | 2 | iron | healthcare | Requires 35 Industrial, 55 Medical research points. | Available until the Modern Age. | | bone setter | 2 | iron | healthcare | Requires 35 Industrial, 55 Medical research points. | Available until the Modern Age. | | scalpel | 2 | iron | healthcare | Requires 35 Industrial, 55 Medical research points. | Available until the Modern Age. | | syringe | 1 | iron | healthcare | Requires 35 Industrial, 55 Medical research points. | Available until the Modern Age. | | hemostat | 2 | iron | healthcare | Requires 35 Industrial, 67 Medical research points. | Available until the Modern Age. | | cautery | 2 | iron | healthcare | Requires 35 Industrial, 67 Medical research points. | Available until the Modern Age. | | surgical drill | 2 | iron | healthcare | Requires 35 Industrial, 110 Medical research points. | Available until the Modern Age. | | matchlock musket | 18 | iron | firearms | Requires 70 Military research points. | Available until the Early Modern Age. | | matchlock tanegashima | 18 | iron | firearms | Requires 70 Military research points. | Available until the Early Modern Age. | | arquebus | 15 | iron | firearms | Requires 62 Military research points. | Available until the Industrial Age. | | hand cannon | 14 | iron | firearms | Requires 56 Military research points. | Available until the Industrial Age. | | fire lance | 6 | iron | firearms | Requires 49 Military research points. | Available until the Industrial Age. |

kevlar

| Item | Cost | Material | Category | Research Needed | Available Until | | --------------------- | ---- | -------- | -------- | ----------------------------------------------------- | ------------------------------- | | rubber wheel | 1 | kevlar | none | Requires 175 Industrial research points. | Available until the Modern Age. | | civilian kevlar armor | 10 | kevlar | none | Requires 180 Industrial, 185 Medical research points. | Available until the Modern Age. | | USSR 6B3 body armor | 12 | kevlar | none | Requires 175 Industrial, 175 Medical research points. | Available until the Cold War. |

lead

| Item | Cost | Material | Category | Research Needed | Available Until | | ----------------------- | ---- | -------- | -------- | --------------------------------------- | ------------------------------- | | lead safe | 3 | lead | none | Requires 65 Medical research points. | Available until the Modern Age. | | large lead double doors | 5 | lead | none | Requires 18 Industrial research points. | Available until the Bronze Age. |

leaf

| Item | Cost | Material | Category | Research Needed | Available Until | | --------------------------------- | ---- | -------- | -------- | --------------------------------------- | -------------------------------- | | thatch roofing | 2 | leaf | none | Available from the start. | Available until the Modern Age. | | leaf head covering | 3 | leaf | none | Available from the start. | Available until the Stone Age. | | laurel crown | 4 | leaf | none | Requires 23 Industrial research points. | Available until the Middle Ages. | | gold laurel crown | 6 | leaf | none | Requires 23 Industrial research points. | Available until the Middle Ages. | | imitation laurel crown | 8 | leaf | none | Requires 82 Medical research points. | Available until the Modern Age. | | masculine modesty preserving leaf | 2 | leaf | none | Available from the start. | Available until the Middle Ages. | | feminine modesty preserving leaf | 2 | leaf | none | Available from the start. | Available until the Middle Ages. |

leaffern

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------ | ---- | -------- | -------- | ------------------------- | -------------------------------- | | leaf head covering | 3 | leaffern | none | Available from the start. | Available until the Middle Ages. | | leaf crown | 5 | leaffern | none | Available from the start. | Available until the Middle Ages. | | leaf skirt | 4 | leaffern | none | Available from the start. | Available until the Middle Ages. | | long leaf skirt | 6 | leaffern | none | Available from the start. | Available until the Middle Ages. |

leafpalm

| Item | Cost | Material | Category | Research Needed | Available Until | | ----------------- | ---- | -------- | -------- | ------------------------- | -------------------------------- | | palm leaf roofing | 1 | leafpalm | none | Available from the start. | Available until the Modern Age. | | leaf crown | 5 | leafpalm | none | Available from the start. | Available until the Middle Ages. | | leaf skirt | 4 | leafpalm | none | Available from the start. | Available until the Middle Ages. | | long leaf skirt | 6 | leafpalm | none | Available from the start. | Available until the Middle Ages. |

leather

| Item | Cost | Material | Category | Research Needed | Available Until | | ---------------------------- | ---- | -------- | ------------------ | ----------------------------------------------------- | ----------------------------------- | | custom flag maker | 4 | leather | none | Available from the start. | Available until the Modern Age. | | sling | 3 | leather | weapons | Available from the start. | Available until the Modern Age. | | bug swatter | 3 | leather | tools | Available from the start. | Available until the Modern Age. | | whip | 4 | leather | weapons | Requires 38 Military research points. | Available until the Modern Age. | | leather curtain | 1 | leather | furniture | Available from the start. | Available until the Modern Age. | | leather bedroll | 4 | leather | furniture | Available from the start. | Available until the Modern Age. | | foldable canopy | 5 | leather | furniture | Available from the start. | Available until the Modern Age. | | comfy chair | 6 | leather | furniture | Requires 25 Industrial, 25 Medical research points. | Available until the Modern Age. | | divan | 9 | leather | furniture | Requires 95 Industrial, 35 Medical research points. | Available until the Modern Age. | | ore collector | 5 | leather | storage | Available from the start. | Available until the Modern Age. | | seed collector | 5 | leather | storage | Available from the start. | Available until the Modern Age. | | quiver | 3 | leather | storage | Available from the start. | Available until the Modern Age. | | leather belt satchel | 3 | leather | storage | Available from the start. | Available until the Modern Age. | | leather backpack | 6 | leather | storage | Requires 18 Industrial research points. | Available until the Modern Age. | | leather waterskin | 3 | leather | storage | Available from the start. | Available until the Modern Age. | | leather satchel | 3 | leather | storage | Requires 120 Industrial, 125 Medical research points. | Available until the Modern Age. | | leather briefcase | 2 | leather | storage | Requires 100 Industrial, 100 Medical research points. | Available until the Modern Age. | | duffel bag | 4 | leather | storage | Requires 180 Industrial, 180 Medical research points. | Available until the Modern Age. | | small pouch | 2 | leather | storage | Requires 25 Industrial, 25 Medical research points. | Available until the Modern Age. | | leather bandages | 1 | leather | medical | Available from the start. | Available until the Modern Age. | | leather loincloth | 2 | leather | clothing | Available from the start. | Available until the Stone Age. | | aztec loincloth | 2 | leather | clothing | Available from the start. | Available until the Imperial Age. | | small customizable loincloth | 3 | leather | clothing | Available from the start. | Available until the Bronze Age. | | long celtic braccae | 3 | leather | clothing | Requires 19 Military research points. | Available until the Bronze Age. | | short celtic braccae | 2 | leather | clothing | Requires 19 Military research points. | Available until the Bronze Age. | | leather overcoat | 6 | leather | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. | | black leather overcoat | 6 | leather | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. | | biker jacket | 6 | leather | jackets & vests | Requires 150 Industrial, 175 Medical research points. | Available until the Modern Age. | | 80's jacket | 6 | leather | jackets & vests | Requires 185 Industrial, 175 Medical research points. | Available until the Cold War. | | punk jacket | 5 | leather | jackets & vests | Requires 175 Industrial, 180 Medical research points. | Available until the Modern Age. | | cavalier hat | 3 | leather | hats | Requires 52 Medical research points. | Available until the Imperial Age. | | cowboy hat | 3 | leather | hats | Requires 98 Medical research points. | Available until the Modern Age. | | dark cowboy hat | 3 | leather | hats | Requires 98 Medical research points. | Available until the Modern Age. | | roman-style sandals | 2 | leather | foot wear | Requires 19 Military research points. | Available until the Bronze Age. | | aztec-style sandals | 2 | leather | foot wear | Requires 19 Military research points. | Available until the Imperial Age. | | medieval shoes | 3 | leather | foot wear | Requires 39 Military research points. | Available until the Middle Ages. | | arabic-style shoes | 2 | leather | foot wear | Requires 39 Military research points. | Available until the Middle Ages. | | emirate shoes | 4 | leather | foot wear | Requires 39 Military research points. | Available until the Middle Ages. | | black leather shoes | 2 | leather | foot wear | Requires 55 Industrial, 25 Medical research points. | Available until the Modern Age. | | black leather boots | 3 | leather | foot wear | Requires 55 Industrial, 25 Medical research points. | Available until the Modern Age. | | leather boots | 3 | leather | foot wear | Requires 55 Industrial, 25 Medical research points. | Available until the Modern Age. | | black riding boots | 3 | leather | foot wear | Requires 98 Medical research points. | Available until the Industrial Age. | | riding boots | 3 | leather | foot wear | Requires 98 Medical research points. | Available until the Industrial Age. | | work boots | 4 | leather | foot wear | Requires 120 Industrial, 112 Medical research points. | Available until the Modern Age. | | laceup shoes | 3 | leather | foot wear | Requires 112 Industrial, 112 Medical research points. | Available until the Modern Age. | | plain leather shoes | 3 | leather | foot wear | Requires 112 Industrial, 112 Medical research points. | Available until the Modern Age. | | punk boots | 4 | leather | foot wear | Requires 175 Industrial, 180 Medical research points. | Available until the Modern Age. | | leather armor | 6 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. | | leather helmet | 3 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. | | hatchigane headband | 3 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. | | leather samurai helmet | 7 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. | | red leather samurai helmet | 7 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. | | blue leather samurai helmet | 7 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. | | black leather samurai helmet | 7 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. | | leather samurai armor | 10 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. | | red leather samurai armor | 10 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. | | blue leather samurai armor | 10 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. | | black leather samurai armor | 10 | leather | armor | Requires 16 Military, 21 Medical research points. | Available until the Imperial Age. | | khepresh war crown | 3 | leather | armor | Requires 16 Military, 22 Medical research points. | Available until the Middle Ages. | | leather skullcap helmet | 3 | leather | armor | Requires 27 Military, 27 Medical research points. | Available until the Imperial Age. | | steppe leather armor | 5 | leather | armor | Requires 33 Military, 28 Medical research points. | Available until the Imperial Age. | | leather roundcap | 2 | leather | hats & masks | Requires 65 Industrial research points. | Available until the Industrial Age. | | leather infantry cap | 3 | leather | armor | Requires 88 Military, 92 Medical research points. | Available until the Industrial Age. | | brown leather infantry cap | 3 | leather | armor | Requires 88 Military, 92 Medical research points. | Available until the Industrial Age. | | blue leather infantry cap | 3 | leather | armor | Requires 88 Military, 92 Medical research points. | Available until the Industrial Age. | | red leather infantry cap | 3 | leather | armor | Requires 88 Military, 92 Medical research points. | Available until the Industrial Age. | | coin pouch | 2 | leather | accessories | Requires 18 Industrial research points. | Available until the Modern Age. | | wallet | 2 | leather | accessories | Requires 87 Industrial research points. | Available until the Modern Age. | | customizable armband | 1 | leather | accessories | Available from the start. | Available until the Modern Age. | | suspenders | 1 | leather | accessories | Requires 85 Medical research points. | Available until the Modern Age. | | dark suspenders | 1 | leather | accessories | Requires 85 Medical research points. | Available until the Modern Age. | | khaki webbing | 2 | leather | storage | Requires 99 Medical research points. | Available until the Modern Age. | | green webbing | 2 | leather | storage | Requires 99 Medical research points. | Available until the Modern Age. | | light webbing | 1 | leather | storage | Requires 99 Medical research points. | Available until the Modern Age. | | pilot goggles | 2 | leather | accessories | Requires 107 Medical research points. | Available until the Modern Age. | | sword sheath | 3 | leather | weapon accessories | Requires 39 Military research points. | Available until the Middle Ages. | | longer sword sheath | 3 | leather | weapon accessories | Requires 39 Military research points. | Available until the Middle Ages. | | longsword sheath | 4 | leather | weapon accessories | Requires 39 Military research points. | Available until the Middle Ages. | | katana sheath | 3 | leather | weapon accessories | Requires 39 Military research points. | Available until the Middle Ages. | | daisho sheath | 6 | leather | weapon accessories | Requires 39 Military research points. | Available until the Middle Ages. | | gunpowder pouch | 2 | leather | weapon accessories | Requires 54 Military research points. | Available until the Modern Age. | | bandolier | 3 | leather | weapon accessories | Requires 54 Military research points. | Available until the Modern Age. | | bullet pouch | 3 | leather | weapon accessories | Requires 85 Medical research points. | Available until the Modern Age. | | hip holster | 2 | leather | weapon accessories | Requires 85 Medical research points. | Available until the Modern Age. | | double hip holster | 3 | leather | weapon accessories | Requires 85 Medical research points. | Available until the Modern Age. |

lionpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------- | ---- | -------- | -------- | ------------------------- | --------------------------------- | | lion pelt headcover | 3 | lionpelt | none | Available from the start. | Available until the Modern Age. | | mbata pelt vest | 3 | lionpelt | none | Available from the start. | Available until the Imperial Age. | | umghele headband | 2 | lionpelt | none | Available from the start. | Available until the Imperial Age. |

lizardpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ---------------------------- | ---- | ---------- | --------- | ----------------------------------------------------- | ----------------------------------- | | lizard pelt headcover | 3 | lizardpelt | none | Available from the start. | Available until the Modern Age. | | lizard scale belt | 3 | lizardpelt | none | Requires 98 Medical research points. | Available until the Cold War. | | lizard scale biker jacket | 6 | lizardpelt | none | Requires 150 Industrial, 175 Medical research points. | Available until the Modern Age. | | lizard scale wallet | 2 | lizardpelt | storage | Requires 87 Industrial research points. | Available until the Modern Age. | | lizard scale satchel | 5 | lizardpelt | storage | Requires 120 Industrial, 125 Medical research points. | Available until the Modern Age. | | lizard scale riding boots | 3 | lizardpelt | foot wear | Requires 98 Medical research points. | Available until the Industrial Age. | | lizard scale ankle boots | 3 | lizardpelt | foot wear | Requires 98 Medical research points. | Available until the Cold War. | | lizard scale laceup shoes | 3 | lizardpelt | foot wear | Requires 112 Industrial, 112 Medical research points. | Available until the Modern Age. | | shirtless lizard scale pants | 3 | lizardpelt | none | Requires 175 Medical research points. | Available until the Modern Age. |

marble

| Item | Cost | Material | Category | Research Needed | Available Until | | -------------------------------------- | ---- | -------- | ---------------------- | --------------------------------------- | -------------------------------- | | reclaim stone from marble | 2 | marble | none | Available from the start. | Available until the Modern Age. | | marble brazier | 3 | marble | none | Available from the start. | Available until the Modern Age. | | well | 7 | marble | none | Requires 21 Industrial research points. | Available until the Modern Age. | | ashtray | 3 | marble | none | Requires 14 Industrial research points. | Available until the Modern Age. | | marble pillar | 2 | marble | construction | Available from the start. | Available until the Modern Age. | | ionic column | 2.5 | marble | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | solomonic column | 2.5 | marble | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | thick solomonic column | 2.5 | marble | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | marble aztec column | 2.5 | marble | construction | Requires 32 Industrial research points. | Available until the Modern Age. | | research kit | 10 | marble | none | Available from the start. | Available until the Modern Age. | | raw marble floor | 1 | marble | floors | Requires 20 Industrial research points. | Available until the Modern Age. | | raw black marble floor | 1 | marble | floors | Requires 20 Industrial research points. | Available until the Modern Age. | | raw pink marble floor | 1 | marble | floors | Requires 20 Industrial research points. | Available until the Modern Age. | | marble floor | 1 | marble | floors | Requires 25 Industrial research points. | Available until the Modern Age. | | marble tiles | 1 | marble | floors | Requires 25 Industrial research points. | Available until the Modern Age. | | black marble tiles | 1 | marble | floors | Requires 25 Industrial research points. | Available until the Modern Age. | | pink marble tiles | 1 | marble | floors | Requires 25 Industrial research points. | Available until the Modern Age. | | ornate marble tile | 1 | marble | floors | Requires 32 Industrial research points. | Available until the Modern Age. | | ornate black marble tile | 1 | marble | floors | Requires 32 Industrial research points. | Available until the Modern Age. | | decorative marble tile | 1 | marble | floors | Requires 32 Industrial research points. | Available until the Modern Age. | | decorative black marble tile | 1 | marble | floors | Requires 32 Industrial research points. | Available until the Modern Age. | | decorative pink marble tile | 1 | marble | floors | Requires 32 Industrial research points. | Available until the Modern Age. | | marble grid tile floor | 1 | marble | floors | Requires 45 Industrial research points. | Available until the Modern Age. | | marble checkerboard floor | 1 | marble | floors | Requires 45 Industrial research points. | Available until the Modern Age. | | reverse marble checkerboard floor | 1 | marble | floors | Requires 45 Industrial research points. | Available until the Modern Age. | | pink marble checkerboard floor | 1 | marble | floors | Requires 45 Industrial research points. | Available until the Modern Age. | | reverse pink marble checkerboard floor | 1 | marble | floors | Requires 45 Industrial research points. | Available until the Modern Age. | | marble statue | 15 | marble | religious & decoration | Requires 10 Industrial research points. | Available until the Modern Age. | | marble altar | 20 | marble | religious & decoration | Requires 28 Industrial research points. | Available until the Modern Age. | | monumental marble statue of venus | 45 | marble | religious & decoration | Requires 62 Industrial research points. | Available until the Modern Age. | | grindstone | 18 | marble | none | Requires 25 Industrial research points. | Available until the Modern Age. | | marble bust | 3 | marble | none | Requires 20 Industrial research points. | Available until the Modern Age. | | marble bust of hippocrates | 3 | marble | none | Requires 20 Industrial research points. | Available until the Modern Age. | | marble wall | 8 | marble | construction | Available from the start. | Available until the Middle Ages. | | marble block wall | 8 | marble | construction | Available from the start. | Available until the Middle Ages. | | grecian marble wall | 6 | marble | construction | Requires 22 Industrial research points. | Available until the Middle Ages. | | marble block archway | 8 | marble | construction | Available from the start. | Available until the Middle Ages. | | grecian archway | 8 | marble | construction | Available from the start. | Available until the Bronze Age. | | grand marble archway | 8 | marble | construction | Requires 65 Industrial research points. | Available until the Modern Age. | | large marble double doors | 10 | marble | none | Requires 18 Industrial research points. | Available until the Modern Age. | | marble window | 5 | marble | construction | Requires 20 Industrial research points. | Available until the Modern Age. | | full stone window | 5 | marble | construction | Requires 20 Industrial research points. | Available until the Modern Age. |

materialleaffern

| Item | Cost | Material | Category | Research Needed | Available Until | | -------------- | ---- | ---------------- | -------- | ------------------------- | ------------------------------- | | thatch roofing | 2 | materialleaffern | none | Available from the start. | Available until the Modern Age. |

monkeypelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------- | ---- | ---------- | -------- | ------------------------------------ | ------------------------------- | | primitive pelt coat | 6 | monkeypelt | none | Available from the start. | Available until the Stone Age. | | fur coat | 6 | monkeypelt | none | Requires 20 Medical research points. | Available until the Modern Age. | | fur boots | 3 | monkeypelt | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | monkeypelt | none | Available from the start. | Available until the Modern Age. | | furcap | 2 | monkeypelt | none | Requires 89 Medical research points. | Available until the Modern Age. | | furhat | 2 | monkeypelt | none | Requires 89 Medical research points. | Available until the Modern Age. |

obsidian

| Item | Cost | Material | Category | Research Needed | Available Until | | ---------------------- | ---- | -------- | ---------------------- | --------------------------------------- | ------------------------------- | | obsidian brazier | 3 | obsidian | none | Available from the start. | Available until the Modern Age. | | pillar | 2 | obsidian | construction | Available from the start. | Available until the Modern Age. | | ionic column | 2.5 | obsidian | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | solomonic column | 2.5 | obsidian | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | thick solomonic column | 2.5 | obsidian | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | aztec column | 2.5 | obsidian | construction | Requires 32 Industrial research points. | Available until the Modern Age. | | obsidian altar | 15 | obsidian | religious & decoration | Available from the start. | Available until the Modern Age. |

orcpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ---------- | ---- | -------- | -------- | ------------------------- | ------------------------------- | | fur coat | 6 | orcpelt | none | Available from the start. | Available until the Modern Age. | | fur boots | 3 | orcpelt | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | orcpelt | none | Available from the start. | Available until the Modern Age. |

pantherpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ---------------------- | ---- | ----------- | -------- | ------------------------- | --------------------------------- | | panther pelt headcover | 3 | pantherpelt | none | Available from the start. | Available until the Modern Age. | | mbata pelt vest | 3 | pantherpelt | none | Available from the start. | Available until the Imperial Age. | | umghele headband | 2 | pantherpelt | none | Available from the start. | Available until the Imperial Age. |

plastic

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------------------ | ---- | -------- | --------------- | ---------------------------------------- | ------------------------------- | | camera film | 4 | plastic | none | Requires 95 Industrial research points. | Available until the Modern Age. | | blood pack | 2 | plastic | none | Requires 95 Medical research points. | Available until the Modern Age. | | lighter | 3 | plastic | none | Requires 150 Industrial research points. | Available until the Modern Age. | | bug swatter | 8 | plastic | none | Available from the start. | Available until the Modern Age. | | D2 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. | | D4 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. | | D6 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. | | D8 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. | | D10 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. | | D00 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. | | D12 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. | | D20 | 1 | plastic | dice | Requires 147 Industrial research points. | Available until the Modern Age. | | filing cabinet | 6 | plastic | storage | Available from the start. | Available until the Modern Age. | | large filing cabinet | 6 | plastic | storage | Available from the start. | Available until the Modern Age. | | chest drawer | 6 | plastic | storage | Available from the start. | Available until the Modern Age. | | dumpster | 5 | plastic | storage | Requires 105 Industrial research points. | Available until the Modern Age. | | trash bag | 1 | plastic | storage | Requires 150 Industrial research points. | Available until the Modern Age. | | plastic bag | 0.75 | plastic | storage | Requires 150 Industrial research points. | Available until the Modern Age. | | chip pack | 0.4 | plastic | storage | Requires 150 Industrial research points. | Available until the Modern Age. | | german gas mask | 8 | plastic | gas masks | Requires 102 Medical research points. | Available until the Modern Age. | | british gas mask | 8 | plastic | gas masks | Requires 102 Medical research points. | Available until the Modern Age. | | modern gas mask (single sided) | 8 | plastic | gas masks | Requires 132 Medical research points. | Available until the Modern Age. | | modern gas mask (double sized) | 8 | plastic | gas masks | Requires 132 Medical research points. | Available until the Modern Age. | | rat mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. | | raven mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. | | bat mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. | | bear mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. | | owl mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. | | bee mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. | | jackal mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. | | frog mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. | | cow mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. | | pig mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. | | gorilla mask | 3 | plastic | face masks | Requires 165 Medical research points. | Available until the Modern Age. | | joy mask | 3 | plastic | face masks | Requires 210 Medical research points. | Available until the Modern Age. | | traffic cone | 1 | plastic | signs | Requires 125 Industrial research points. | Available until the Modern Age. | | do not enter sign | 2 | plastic | signs | Requires 125 Industrial research points. | Available until the Modern Age. | | stop sign | 2 | plastic | signs | Requires 125 Industrial research points. | Available until the Modern Age. | | yeld sign | 2 | plastic | signs | Requires 125 Industrial research points. | Available until the Modern Age. | | radiation sign | 2 | plastic | signs | Requires 125 Industrial research points. | Available until the Modern Age. | | pedestrian crossing sign | 2 | plastic | signs | Requires 125 Industrial research points. | Available until the Modern Age. | | fast food cup | 1 | plastic | drinks | Requires 170 Industrial research points. | Available until the Modern Age. | | condiment bottle | 0.75 | plastic | drinks | Requires 170 Industrial research points. | Available until the Modern Age. | | plastic bottle | 1.5 | plastic | drinks | Requires 170 Industrial research points. | Available until the Modern Age. | | gallon jug | 3 | plastic | drinks | Requires 170 Industrial research points. | Available until the Modern Age. | | constable helmet | 6 | plastic | none | Requires 138 Medical research points. | Available until the Modern Age. | | surgical apron | 8 | plastic | jackets & vests | Requires 138 Medical research points. | Available until the Modern Age. | | surgical mask | 1 | plastic | none | Requires 108 Medical research points. | Available until the Modern Age. | | white hardhat | 3 | plastic | none | Requires 108 Industrial research points. | Available until the Modern Age. | | yellow hardhat | 3 | plastic | none | Requires 108 Industrial research points. | Available until the Modern Age. | | orange hardhat | 3 | plastic | none | Requires 108 Industrial research points. | Available until the Modern Age. |

poppy

| Item | Cost | Material | Category | Research Needed | Available Until | | ----- | ---- | -------- | -------- | ------------------------------------ | ------------------------------- | | opium | 3 | poppy | none | Requires 29 Medical research points. | Available until the Modern Age. |

rags

| Item | Cost | Material | Category | Research Needed | Available Until | | --------------- | ---- | -------- | -------- | ------------------------------------- | -------------------------------- | | bandages | 2 | rags | none | Available from the start. | Available until the Modern Age. | | beggar clothing | 4 | rags | none | Requires 39 Military research points. | Available until the Middle Ages. |

rope

| Item | Cost | Material | Category | Research Needed | Available Until | | -------------- | ---- | -------- | -------- | ------------------------------------- | ------------------------------- | | noose | 1 | rope | none | Available from the start. | Available until the Modern Age. | | rope handcuffs | 1 | rope | none | Available from the start. | Available until the Modern Age. | | fishing net | 4 | rope | none | Available from the start. | Available until the Modern Age. | | leash | 1 | rope | none | Available from the start. | Available until the Modern Age. | | garrote | 3 | rope | none | Requires 43 Military research points. | Available until the Modern Age. |

sandstone

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------------------------ | ---- | --------- | ---------------------- | ---------------------------------------------------- | ----------------------------------- | | smooth sandstone road | 1 | sandstone | roads | Available from the start. | Available until the Modern Age. | | stone bricks | 3 | sandstone | none | Requires 35 Industrial research points. | Available until the Modern Age. | | smooth sandstone wall | 8 | sandstone | construction | Available from the start. | Available until the Modern Age. | | egyptian wall | 6 | sandstone | construction | Available from the start. | Available until the Bronze Age. | | sandstone block wall | 8 | sandstone | construction | Available from the start. | Available until the Modern Age. | | red sandstone block wall | 8 | sandstone | construction | Available from the start. | Available until the Modern Age. | | sandstone fortress wall | 8 | sandstone | construction | Requires 45 Industrial, 35 Military research points. | Available until the Imperial Age. | | castle gate | 15 | sandstone | construction | Requires 30 Industrial, 30 Military research points. | Available until the Modern Age. | | castle gate control | 5 | sandstone | construction | Requires 30 Industrial, 30 Military research points. | Available until the Modern Age. | | large sandstone double doors | 10 | sandstone | none | Requires 18 Industrial research points. | Available until the Bronze Age. | | sandstone block archway | 6 | sandstone | construction | Available from the start. | Available until the Modern Age. | | red sandstone block archway | 6 | sandstone | construction | Available from the start. | Available until the Modern Age. | | egyptian archway | 6 | sandstone | construction | Available from the start. | Available until the Bronze Age. | | sandstone statue | 15 | sandstone | religious & decoration | Requires 10 Industrial research points. | Available until the Modern Age. | | sandstone floor | 1 | sandstone | floors | Available from the start. | Available until the Modern Age. | | sandstone brick floor | 1 | sandstone | floors | Available from the start. | Available until the Modern Age. | | sandstone slab floor | 1 | sandstone | floors | Available from the start. | Available until the Modern Age. | | red sandstone slab floor | 1 | sandstone | floors | Available from the start. | Available until the Modern Age. | | sandstone tile | 2 | sandstone | floors | Available from the start. | Available until the Modern Age. | | sandstone decorative tile | 2.5 | sandstone | floors | Available from the start. | Available until the Modern Age. | | red sandstone decorative tile | 2.5 | sandstone | floors | Available from the start. | Available until the Modern Age. | | sandstone stairs | 3 | sandstone | construction | Available from the start. | Available until the Modern Age. | | pillar | 2 | sandstone | construction | Available from the start. | Available until the Modern Age. | | egyptian column | 2.5 | sandstone | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | ionic column | 2.5 | sandstone | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | solomonic column | 2.5 | sandstone | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | thick solomonic column | 2.5 | sandstone | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | aztec column | 2.5 | sandstone | construction | Requires 32 Industrial research points. | Available until the Modern Age. | | sandstone window | 5 | sandstone | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | full sandstone window | 5 | sandstone | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | red sandstone window | 5 | sandstone | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | red full sandstone window | 5 | sandstone | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | sandstone roof builder | 1 | sandstone | construction | Available from the start. | Available until the Modern Age. | | sandstone totem | 8 | sandstone | religious & decoration | Available from the start. | Available until the Modern Age. | | sandstone altar | 15 | sandstone | religious & decoration | Available from the start. | Available until the Modern Age. | | monumental sandstone obelisk | 45 | sandstone | religious & decoration | Requires 22 Industrial research points. | Available until the Middle Ages. | | gravestone | 3 | sandstone | religious & decoration | Requires 26 Industrial research points. | Available until the Modern Age. | | sandstone well | 7 | sandstone | structures | Requires 21 Industrial research points. | Available until the Modern Age. | | sandstone brazier | 3 | sandstone | structures | Available from the start. | Available until the Modern Age. | | grindstone | 18 | sandstone | production | Requires 25 Industrial research points. | Available until the Modern Age. | | sandstone kiln | 10 | sandstone | structures | Requires 26 Industrial research points. | Available until the Modern Age. | | sandstone barrier wall | 3 | sandstone | fortifications | Available from the start. | Available until the Modern Age. | | horizontal sandstone crenelated wall | 5 | sandstone | fortifications | Available from the start. | Available until the Modern Age. | | verticle sandstone crenelated wall | 5 | sandstone | fortifications | Available from the start. | Available until the Modern Age. | | research kit | 10 | sandstone | tools | Available from the start. | Available until the Modern Age. | | scientific slate | 4 | sandstone | tools | Available from the start. | Available until the Stone Age. | | sandstone hatchet | 2 | sandstone | tools | Available from the start. | Available until the Modern Age. | | chisel | 8 | sandstone | tools | Available from the start. | Available until the Modern Age. | | pickaxe | 2 | sandstone | tools | Available from the start. | Available until the Modern Age. | | sling projectile (x5) | 1 | sandstone | projectiles | Available from the start. | Available until the Modern Age. | | projectile (x2) | 1 | sandstone | projectiles | Requires 24 Industrial, 49 Military research points. | Available until the Modern Age. | | sandstone arrowhead (x4) | 1 | sandstone | projectiles | Requires 14 Military research points. | Available until the Modern Age. | | catapult projectile | 5 | sandstone | projectiles | Requires 24 Industrial, 33 Military research points. | Available until the Industrial Age. |

sheeppelt

| Item | Cost | Material | Category | Research Needed | Available Until | | -------------------- | ---- | --------- | -------- | ------------------------------------ | ------------------------------- | | primitive pelt coat | 6 | sheeppelt | none | Available from the start. | Available until the Stone Age. | | wool coat | 6 | sheeppelt | none | Requires 20 Medical research points. | Available until the Modern Age. | | wool boots | 3 | sheeppelt | none | Available from the start. | Available until the Modern Age. | | wool gloves | 3 | sheeppelt | none | Available from the start. | Available until the Modern Age. | | sheep pelt headcover | 3 | sheeppelt | none | Available from the start. | Available until the Modern Age. | | raw wool | 1 | sheeppelt | none | Available from the start. | Available until the Modern Age. |

silver

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------------- | ---- | -------- | -------- | ----------------------------------------------------- | ------------------------------- | | silver coins | 1 | silver | none | Available from the start. | Available until the Modern Age. | | large silver double doors | 5 | silver | none | Requires 18 Industrial research points. | Available until the Modern Age. | | silver crown | 3 | silver | none | Available from the start. | Available until the Modern Age. | | silver arm bangles | 2 | silver | none | Available from the start. | Available until the Modern Age. | | expensive watch | 6 | silver | none | Requires 110 Industrial, 60 Military research points. | Available until the Modern Age. | | silver medal | 2 | silver | none | Requires 60 Industrial, 60 Military research points. | Available until the Modern Age. | | silver statue | 10 | silver | none | Requires 10 Industrial research points. | Available until the Modern Age. |

steel

| Item | Cost | Material | Category | Research Needed | Available Until | | ----------------------------------------- | ---- | -------- | ------------- | ------------------------------------------------------ | ----------------------------------- | | steel cart | 30 | steel | logistics | Requires 147 Industrial research points. | Available until the Modern Age. | | shopping cart | 30 | steel | logistics | Requires 149 Industrial research points. | Available until the Modern Age. | | coin smelter | 50 | steel | none | Requires 25 Industrial research points. | Available until the Modern Age. | | steel bathtub | 50 | steel | hygiene | Requires 150 Industrial, 40 Medical research points. | Available until the Modern Age. | | steel public bathtub | 50 | steel | hygiene | Requires 175 Industrial, 80 Medical research points. | Available until the Modern Age. | | shelf | 6 | steel | furniture | Requires 90 Industrial research points. | Available until the Modern Age. | | wheelchair | 6 | steel | none | Requires 95 Industrial, 98 Medical research points. | Available until the Modern Age. | | clock | 9 | steel | none | Requires 98 Industrial research points. | Available until the Modern Age. | | ashtray | 3 | steel | none | Requires 100 Industrial research points. | Available until the Modern Age. | | steel chair | 6 | steel | furniture | Requires 110 Industrial research points. | Available until the Modern Age. | | reinforced table | 6 | steel | furniture | Requires 110 Industrial research points. | Available until the Modern Age. | | dark rollerchair | 8 | steel | furniture | Requires 123 Industrial research points. | Available until the Modern Age. | | rollerchair | 8 | steel | furniture | Requires 123 Industrial research points. | Available until the Modern Age. | | drink shaker | 3 | steel | none | Requires 125 Industrial research points. | Available until the Modern Age. | | watch | 6 | steel | none | Requires 125 Industrial, 60 Military research points. | Available until the Modern Age. | | zippo lighter | 4 | steel | none | Requires 145 Industrial research points. | Available until the Modern Age. | | whistle | 4 | steel | tools | Requires 80 Industrial research points. | Available until the Modern Age. | | expensive cane | 7 | steel | tools | Requires 60 Industrial research points. | Available until the Modern Age. | | wirecutters | 4 | steel | tools | Requires 90 Industrial research points. | Available until the Modern Age. | | welding tool | 7 | steel | tools | Requires 99 Industrial research points. | Available until the Modern Age. | | jackhammer | 24 | steel | tools | Requires 178 Industrial research points. | Available until the Modern Age. | | fire extinguisher | 7 | steel | tools | Requires 99 Industrial research points. | Available until the Modern Age. | | cannon | 35 | steel | siege weapons | Requires 71 Industrial, 79 Military research points. | Available until the Industrial Age. | | artillery cannon | 40 | steel | siege weapons | Requires 95 Industrial, 109 Military research points. | Available until the Modern Age. | | ladder | 6 | steel | siege weapons | Requires 24 Industrial, 33 Military research points. | Available until the Modern Age. | | blast door | 40 | steel | construction | Requires 110 Industrial, 125 Military research points. | Available until the Modern Age. | | blast door control | 15 | steel | construction | Requires 110 Industrial, 125 Military research points. | Available until the Modern Age. | | large reinforced large steel double doors | 10 | steel | construction | Requires 62 Industrial research points. | Available until the Modern Age. | | jail bars | 8 | steel | construction | Requires 75 Industrial research points. | Available until the Modern Age. | | locked jail door | 12 | steel | construction | Requires 75 Industrial research points. | Available until the Modern Age. | | steel floor | 1 | steel | construction | Requires 96 Industrial research points. | Available until the Modern Age. | | white floor | 1 | steel | construction | Requires 96 Industrial research points. | Available until the Modern Age. | | steel window | 5 | steel | construction | Requires 96 Industrial research points. | Available until the Modern Age. | | tank trap | 25 | steel | construction | Requires 140 Industrial, 132 Military research points. | Available until the Modern Age. | | tank cannon | 40 | steel | weapons | Requires 115 Industrial, 125 Military research points. | Available until the Modern Age. | | rubber wheel | 1 | steel | vehicle parts | Requires 115 Industrial research points. | Available until the Modern Age. | | tank track | 4 | steel | vehicle parts | Requires 135 Industrial research points. | Available until the Modern Age. | | light axis (800 weight) | 10 | steel | vehicle parts | Requires 126 Industrial research points. | Available until the Modern Age. | | heavy axis (2500 weight) | 30 | steel | vehicle parts | Requires 126 Industrial research points. | Available until the Modern Age. | | driver's seat | 8 | steel | vehicle parts | Requires 126 Industrial research points. | Available until the Modern Age. | | loaders's seat | 6 | steel | vehicle parts | Requires 126 Industrial, 125 Military research points. | Available until the Modern Age. | | gunner's seat | 6 | steel | vehicle parts | Requires 126 Industrial, 125 Military research points. | Available until the Modern Age. | | commander's seat | 10 | steel | vehicle parts | Requires 126 Industrial, 125 Military research points. | Available until the Modern Age. | | motorcycle frame | 12 | steel | vehicle parts | Requires 126 Industrial research points. | Available until the Modern Age. | | steel vehicle frame | 2 | steel | vehicle parts | Requires 126 Industrial research points. | Available until the Modern Age. | | steel ship frame | 2 | steel | vehicle parts | Requires 97 Industrial research points. | Available until the Modern Age. | | fuel pump (star) | 15 | steel | none | Requires 120 Industrial research points. | Available until the Modern Age. | | fuel pump (small) | 15 | steel | none | Requires 120 Industrial research points. | Available until the Modern Age. | | fuel pump (N) | 15 | steel | none | Requires 120 Industrial research points. | Available until the Modern Age. | | fuel pump (S) | 15 | steel | none | Requires 120 Industrial research points. | Available until the Modern Age. | | 25u bike fuel tank | 2 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. | | 50u bike fuel tank | 4 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. | | 75u bike fuel tank | 6 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. | | 120u small fuel tank | 10 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. | | 180u medium fuel tank | 15 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. | | 250u large fuel tank | 20 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. | | 450u huge fuel tank | 36 | steel | fuel tanks | Requires 120 Industrial research points. | Available until the Modern Age. | | steel anvil | 25 | steel | production | Requires 35 Industrial research points. | Available until the Modern Age. | | wood stove | 8 | steel | production | Requires 86 Industrial research points. | Available until the Modern Age. | | bakelizer | 18 | steel | production | Requires 90 Industrial research points. | Available until the Modern Age. | | industrial acidic bath | 12 | steel | production | Requires 175 Industrial, 180 Medical research points. | Available until the Modern Age. | | petroleum refinery | 22 | steel | production | Requires 110 Industrial research points. | Available until the Modern Age. | | biofuel refinery | 18 | steel | production | Requires 115 Industrial research points. | Available until the Modern Age. | | steam engine | 15 | steel | production | Requires 95 Industrial research points. | Available until the Modern Age. | | IV drip | 6 | steel | production | Requires 95 Industrial, 95 Medical research points. | Available until the Modern Age. | | vending machine | 12 | steel | none | Requires 200 Industrial research points. | Available until the Modern Age. | | kitchen sink | 40 | steel | production | Requires 115 Industrial research points. | Available until the Modern Age. | | red toolbox | 4 | steel | storage | Requires 95 Industrial research points. | Available until the Modern Age. | | blue toolbox | 4 | steel | storage | Requires 95 Industrial research points. | Available until the Modern Age. | | yellow toolbox | 4 | steel | storage | Requires 95 Industrial research points. | Available until the Modern Age. | | footlocker | 1.5 | steel | storage | Requires 95 Industrial research points. | Available until the Modern Age. | | metal crate | 3 | steel | storage | Requires 115 Industrial research points. | Available until the Modern Age. | | cash register | 3 | steel | storage | Requires 135 Industrial research points. | Available until the Modern Age. | | fridge | 15 | steel | storage | Requires 150 Industrial, 178 Medical research points. | Available until the Modern Age. | | steel rifle rack | 5 | steel | storage | Requires 95 Military research points. | Available until the Modern Age. | | paper bin | 4 | steel | storage | Requires 95 Industrial research points. | Available until the Modern Age. | | large crate | 15 | steel | storage | Requires 110 Industrial research points. | Available until the Modern Age. | | steel barrel | 2 | steel | storage | Requires 105 Industrial research points. | Available until the Modern Age. | | steel jerrycan | 1 | steel | storage | Requires 120 Industrial research points. | Available until the Modern Age. | | lunchkit | 8 | steel | storage | Requires 115 Industrial, 130 Military research points. | Available until the Modern Age. | | street lamp | 3 | steel | electrical | Requires 99 Industrial research points. | Available until the Modern Age. | | cell tower | 15 | steel | none | Requires 212 Industrial research points. | Available until the Modern Age. | | rocket propeled booster | 5 | steel | ammunition | Requires 120 Industrial research points. | Available until the Modern Age. | | rocket propeled warhead | 10 | steel | ammunition | Requires 120 Industrial research points. | Available until the Modern Age. | | steel statue | 10 | steel | none | Requires 10 Industrial research points. | Available until the Modern Age. | | flagpole | 6 | steel | none | Available from the start. | Available until the Modern Age. |

stone

| Item | Cost | Material | Category | Research Needed | Available Until | | ----------------------------------------- | ---- | -------- | ---------------------------- | ---------------------------------------------------- | ----------------------------------- | | stone brazier | 3 | stone | none | Available from the start. | Available until the Modern Age. | | well | 7 | stone | none | Requires 21 Industrial research points. | Available until the Modern Age. | | ashtray | 3 | stone | none | Requires 14 Industrial research points. | Available until the Modern Age. | | stone pillar | 2 | stone | construction | Available from the start. | Available until the Modern Age. | | stone ionic column | 2.5 | stone | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | stone solomonic column | 2.5 | stone | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | stone thick solomonic column | 2.5 | stone | construction | Requires 22 Industrial research points. | Available until the Modern Age. | | aztec column | 2.5 | stone | construction | Requires 32 Industrial research points. | Available until the Modern Age. | | mayan roof builder | 1 | stone | construction | Available from the start. | Available until the Imperial Age. | | research kit | 10 | stone | none | Available from the start. | Available until the Modern Age. | | scientific rock slate | 4 | stone | none | Available from the start. | Available until the Stone Age. | | chisel | 8 | stone | tools | Available from the start. | Available until the Modern Age. | | stone pickaxe | 2 | stone | tools | Available from the start. | Available until the Modern Age. | | stone hatchet | 2 | stone | tools | Available from the start. | Available until the Modern Age. | | cobblestone floor | 1 | stone | floors | Available from the start. | Available until the Modern Age. | | roman road | 1 | stone | floors | Requires 20 Industrial research points. | Available until the Modern Age. | | slate floor | 1 | stone | floors | Requires 25 Industrial research points. | Available until the Modern Age. | | stone decorative slab floor | 1 | stone | floors | Requires 32 Industrial research points. | Available until the Modern Age. | | road | 1 | stone | floors | Requires 100 Industrial research points. | Available until the Modern Age. | | sidewalk | 1 | stone | floors | Requires 100 Industrial research points. | Available until the Modern Age. | | stone stairs | 2 | stone | construction | Available from the start. | Available until the Modern Age. | | stone altar | 15 | stone | religious & decoration | Available from the start. | Available until the Modern Age. | | totem | 8 | stone | religious & decoration | Available from the start. | Available until the Modern Age. | | aztec statue | 8 | stone | religious & decoration | Available from the start. | Available until the Modern Age. | | large stone head | 12 | stone | religious & decoration | Available from the start. | Available until the Modern Age. | | moai | 20 | stone | religious & decoration | Available from the start. | Available until the Modern Age. | | long moai | 20 | stone | religious & decoration | Available from the start. | Available until the Modern Age. | | gravestone | 3 | stone | religious & decoration | Requires 26 Industrial research points. | Available until the Modern Age. | | gargoyle statue | 12 | stone | religious & decoration | Requires 32 Industrial research points. | Available until the Modern Age. | | angel statue | 12 | stone | religious & decoration | Requires 32 Industrial research points. | Available until the Modern Age. | | monumental stone megalith | 45 | stone | religious & decoration | Available from the start. | Available until the Middle Ages. | | monumental statue of a giant ape | 45 | stone | religious & decoration | Available from the start. | Available until the Middle Ages. | | monumental stone pillar | 45 | stone | religious & decoration | Requires 22 Industrial research points. | Available until the Modern Age. | | monumental ominous statue of the deep-one | 45 | stone | religious & decoration | Requires 22 Industrial research points. | Available until the Modern Age. | | monumental ominous statue of the evil-one | 45 | stone | religious & decoration | Requires 22 Industrial research points. | Available until the Modern Age. | | monumental ominous statue of the outsider | 45 | stone | religious & decoration | Requires 22 Industrial research points. | Available until the Modern Age. | | monumental ominous statue of the ruler | 45 | stone | religious & decoration | Requires 32 Industrial research points. | Available until the Modern Age. | | monumental stone buddha | 45 | stone | religious & decoration | Requires 32 Industrial research points. | Available until the Modern Age. | | monumental saint statue | 45 | stone | religious & decoration | Requires 32 Industrial research points. | Available until the Modern Age. | | smooth roman road | 1 | stone | roads | Requires 20 Industrial research points. | Available until the Modern Age. | | smooth cobble road | 1 | stone | roads | Requires 32 Industrial research points. | Available until the Modern Age. | | smooth modern road | 1 | stone | roads | Requires 100 Industrial research points. | Available until the Modern Age. | | stone statue | 15 | stone | religious & decoration | Requires 10 Industrial research points. | Available until the Modern Age. | | stone window | 5 | stone | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | full stone window | 5 | stone | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | stone kiln | 10 | stone | production | Requires 26 Industrial research points. | Available until the Modern Age. | | grindstone | 18 | stone | production | Requires 25 Industrial research points. | Available until the Modern Age. | | stone anvil | 25 | stone | production | Requires 16 Military research points. | Available until the Modern Age. | | stone bust | 3 | stone | none | Requires 20 Industrial research points. | Available until the Modern Age. | | stone bust of hippocrates | 3 | stone | none | Requires 20 Industrial research points. | Available until the Modern Age. | | sling projectile (x5) | 1 | stone | projectiles | Available from the start. | Available until the Modern Age. | | stone arrowhead (x4) | 1 | stone | projectiles | Requires 14 Military research points. | Available until the Modern Age. | | catapult projectile | 5 | stone | projectiles | Requires 24 Industrial, 33 Military research points. | Available until the Industrial Age. | | stone projectile (x2) | 1 | stone | projectiles | Requires 24 Industrial, 49 Military research points. | Available until the Modern Age. | | stone bricks | 1 | stone | none | Requires 35 Industrial research points. | Available until the Modern Age. | | stone wall | 8 | stone | construction | Available from the start. | Available until the Middle Ages. | | stone block wall | 8 | stone | construction | Available from the start. | Available until the Middle Ages. | | roman stone wall | 6 | stone | construction | Requires 28 Industrial research points. | Available until the Middle Ages. | | mayan wall | 6 | stone | construction | Requires 28 Industrial research points. | Available until the Middle Ages. | | fortress wall | 8 | stone | construction | Requires 45 Industrial, 35 Military research points. | Available until the Imperial Age. | | tiled white brick wall | 6 | stone | construction | Requires 115 Industrial research points. | Available until the Modern Age. | | stone block archway | 8 | stone | doorways and other buildings | Available from the start. | Available until the Middle Ages. | | fortress archway | 16 | stone | doorways and other buildings | Requires 45 Industrial, 35 Military research points. | Available until the Imperial Age. | | castle gate | 15 | stone | doorways and other buildings | Requires 30 Industrial, 30 Military research points. | Available until the Modern Age. | | castle gate control | 5 | stone | doorways and other buildings | Requires 30 Industrial, 30 Military research points. | Available until the Modern Age. | | roman door | 5 | stone | construction | Requires 28 Industrial research points. | Available until the Modern Age. | | large stone double doors | 10 | stone | none | Requires 18 Industrial research points. | Available until the Modern Age. | | rock barrier wall | 3 | stone | fortifications | Available from the start. | Available until the Modern Age. | | fortified wall (horizontal) | 5 | stone | fortifications | Requires 29 Industrial research points. | Available until the Modern Age. | | fortified wall (vertical) | 5 | stone | fortifications | Requires 29 Industrial research points. | Available until the Modern Age. | | fortified crenelated wall (horizontal) | 5 | stone | fortifications | Requires 29 Industrial research points. | Available until the Modern Age. | | fortified crenelated wall (vertical) | 5 | stone | fortifications | Requires 29 Industrial research points. | Available until the Modern Age. | | stone shingled wall | 4 | stone | fortifications | Requires 29 Industrial research points. | Available until the Modern Age. | | jersey barrier | 3 | stone | fortifications | Requires 215 Industrial research points. | Available until the Modern Age. | | stone cart | 50 | stone | logistics | Requires 45 Industrial research points. | Available until the Middle Ages. | | stone bathtub | 50 | stone | hygiene | Requires 15 Industrial, 10 Medical research points. | Available until the Bronze Age. | | stone public bathtub | 50 | stone | hygiene | Requires 55 Industrial, 40 Medical research points. | Available until the Middle Ages. |

stonebrick

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------- | ---- | ---------- | -------- | --------------------------------------- | ------------------------------- | | stone brick wall | 6 | stonebrick | none | Requires 35 Industrial research points. | Available until the Modern Age. | | stone brick floor | 1 | stonebrick | none | Requires 35 Industrial research points. | Available until the Modern Age. | | stone brick archway | 6 | stonebrick | none | Requires 35 Industrial research points. | Available until the Modern Age. |

tin

| Item | Cost | Material | Category | Research Needed | Available Until | | ---------------------- | ---- | -------- | -------- | ------------------------------------------------------ | ------------------------------- | | small tin pot | 3 | tin | none | Available from the start. | Available until the Modern Age. | | dummy armor | 4 | tin | none | Requires 18 Industrial research points. | Available until the Modern Age. | | messtin | 8 | tin | none | Requires 115 Industrial, 110 Military research points. | Available until the Modern Age. | | large tin double doors | 5 | tin | none | Requires 18 Industrial research points. | Available until the Modern Age. | | small tin can (x3) | 1 | tin | none | Requires 95 Industrial research points. | Available until the Modern Age. | | tin can (x2) | 1 | tin | none | Requires 95 Industrial research points. | Available until the Modern Age. | | large tin can | 1 | tin | none | Requires 95 Industrial research points. | Available until the Modern Age. | | soda can | 1 | tin | none | Requires 160 Industrial research points. | Available until the Modern Age. | | beer can | 1.5 | tin | none | Requires 160 Industrial research points. | Available until the Modern Age. |

tobacco

| Item | Cost | Material | Category | Research Needed | Available Until | | ----------- | ---- | -------- | -------- | ------------------------------------ | ------------------------------- | | cigar | 3 | tobacco | none | Requires 23 Medical research points. | Available until the Modern Age. | | cuban cigar | 5 | tobacco | none | Requires 57 Medical research points. | Available until the Modern Age. | | cigarette | 2 | tobacco | none | Requires 80 Medical research points. | Available until the Modern Age. |

whitefoxpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------------ | ---- | ------------ | -------- | ------------------------------------ | ------------------------------- | | primitive pelt coat | 6 | whitefoxpelt | none | Available from the start. | Available until the Stone Age. | | fur coat | 6 | whitefoxpelt | none | Requires 20 Medical research points. | Available until the Modern Age. | | fur boots | 3 | whitefoxpelt | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | whitefoxpelt | none | Available from the start. | Available until the Modern Age. | | white fox pelt headcover | 3 | whitefoxpelt | none | Available from the start. | Available until the Modern Age. | | regal ermine cape | 9 | whitefoxpelt | none | Requires 38 Medical research points. | Available until the Modern Age. | | furcap | 2 | whitefoxpelt | none | Requires 89 Medical research points. | Available until the Modern Age. | | furhat | 2 | whitefoxpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |

whitewolfpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------------- | ---- | ------------- | -------- | ------------------------------------ | ------------------------------- | | primitive pelt coat | 6 | whitewolfpelt | none | Available from the start. | Available until the Stone Age. | | fur coat | 6 | whitewolfpelt | none | Requires 20 Medical research points. | Available until the Modern Age. | | fur boots | 3 | whitewolfpelt | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | whitewolfpelt | none | Available from the start. | Available until the Modern Age. | | white wolf pelt headcover | 3 | whitewolfpelt | none | Available from the start. | Available until the Modern Age. | | regal ermine cape | 9 | whitewolfpelt | none | Requires 38 Medical research points. | Available until the Modern Age. | | furcap | 2 | whitewolfpelt | none | Requires 89 Medical research points. | Available until the Modern Age. | | furhat | 2 | whitewolfpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |

wolfpelt

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------- | ---- | -------- | -------- | ------------------------------------ | ------------------------------- | | primitive pelt coat | 6 | wolfpelt | none | Available from the start. | Available until the Stone Age. | | fur coat | 6 | wolfpelt | none | Requires 20 Medical research points. | Available until the Modern Age. | | fur boots | 3 | wolfpelt | none | Available from the start. | Available until the Modern Age. | | fur gloves | 3 | wolfpelt | none | Available from the start. | Available until the Modern Age. | | wolf pelt headcover | 4 | wolfpelt | none | Available from the start. | Available until the Modern Age. | | furcap | 2 | wolfpelt | none | Requires 89 Medical research points. | Available until the Modern Age. | | furhat | 2 | wolfpelt | none | Requires 89 Medical research points. | Available until the Modern Age. |

wood

| Item | Cost | Material | Category | Research Needed | Available Until | | ----------------------------- | ---- | -------- | ---------------------- | --------------------------------------------------------------- | ------------------------------------- | | wooden knife | 2 | wood | none | Available from the start. | Available until the Modern Age. | | torch | 2 | wood | none | Available from the start. | Available until the Modern Age. | | raft | 10 | wood | vehicle parts | Requires 22 Industrial research points. | Available until the Modern Age. | | communications pole | 2 | wood | none | Requires 100 Industrial research points. | Available until the Modern Age. | | altar of chad | 8 | wood | economy & production | Available from the start. | Available until the Modern Age. | | tanning rack | 8 | wood | economy & production | Requires 16 Industrial research points. | Available until the Modern Age. | | dehydrator | 5 | wood | economy & production | Requires 4 Industrial research points. | Available until the Modern Age. | | primitive saw mill | 28 | wood | economy & production | Requires 15 Industrial research points. | Available until the Modern Age. | | roof support | 2 | wood | construction | Available from the start. | Available until the Modern Age. | | mine support | 2 | wood | construction | Available from the start. | Available until the Modern Age. | | nordic roof support | 2 | wood | construction | Requires 47 Industrial research points. | Available until the Modern Age. | | aztec door | 5 | wood | construction | Requires 35 Industrial research points. | Available until the Modern Age. | | rustic door | 4 | wood | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | nordic door | 5 | wood | construction | Requires 35 Industrial research points. | Available until the Modern Age. | | thatch floor | 0.75 | wood | construction | Available from the start. | Available until the Modern Age. | | split thatch floor | 0.75 | wood | construction | Available from the start. | Available until the Modern Age. | | straw wall | 4 | wood | construction | Available from the start. | Available until the Modern Age. | | log wall | 6 | wood | construction | Requires 25 Industrial research points. | Available until the Modern Age. | | log wall corner | 6 | wood | construction | Requires 25 Industrial research points. | Available until the Modern Age. | | nordic wall | 8 | wood | construction | Requires 35 Industrial research points. | Available until the Modern Age. | | aztec wall | 8 | wood | construction | Requires 35 Industrial research points. | Available until the Modern Age. | | custom rustic sign | 2.5 | wood | construction | Available from the start. | Available until the Modern Age. | | wood palisade | 6 | wood | barricades | Available from the start. | Available until the Modern Age. | | primitive wood fence | 3 | wood | barricades | Requires 10 Industrial research points. | Available until the Middle Ages. | | primitive wood fence door | 3 | wood | barricades | Requires 10 Industrial research points. | Available until the Middle Ages. | | empty dynamite stick | 1 | wood | weapons | Requires 92 Military research points. | Available until the Modern Age. | | punji sticks trap | 4 | wood | weapons | Available from the start. | Available until the Modern Age. | | quarterstaff | 2 | wood | weapons | Available from the start. | Available until the Modern Age. | | wood club | 3 | wood | weapons | Available from the start. | Available until the Stone Age. | | wood spear | 4 | wood | weapons | Available from the start. | Available until the Imperial Age. | | pilum | 3 | wood | weapons | Requires 22 Military research points. | Available until the Middle Ages. | | wood dory | 6 | wood | weapons | Requires 22 Military research points. | Available until the Middle Ages. | | wood sarissa | 8 | wood | weapons | Requires 22 Military research points. | Available until the Middle Ages. | | macuahuitl | 5 | wood | weapons | Requires 26 Military research points. | Available until the Imperial Age. | | police baton | 4 | wood | weapons | Requires 95 Military research points. | Available until the Modern Age. | | wood shield | 8 | wood | weapons | Requires 14 Military research points. | Available until the Imperial Age. | | chimalli | 6 | wood | weapons | Requires 19 Military research points. | Available until the Imperial Age. | | primitive bow | 8 | wood | weapons | Requires 14 Military research points. | Available until the Middle Ages. | | shortbow | 8 | wood | weapons | Requires 30 Military research points. | Available until the Cold War. | | longbow | 12 | wood | weapons | Requires 35 Military research points. | Available until the Cold War. | | blow gun | 8 | wood | weapons | Requires 9 Industrial, 14 Military, 12 Medical research points. | Available until the Early Modern Age. | | arrow shaft (x3) | 1 | wood | weapons | Requires 14 Military research points. | Available until the Modern Age. | | hammer | 5 | wood | tools | Available from the start. | Available until the Modern Age. | | berries gatherer | 4 | wood | tools | Available from the start. | Available until the Modern Age. | | produce basket | 5 | wood | tools | Available from the start. | Available until the Modern Age. | | table | 4 | wood | furniture | Available from the start. | Available until the Modern Age. | | practice dummy | 8 | wood | furniture | Requires 18 Industrial research points. | Available until the Modern Age. | | practice target | 6 | wood | furniture | Requires 18 Industrial research points. | Available until the Modern Age. | | torch mount | 1 | wood | furniture | Requires 25 Industrial research points. | Available until the 2nd World War. | | decorative wood mask | 2 | wood | religious & decoration | Available from the start. | Available until the Middle Ages. | | impaled skull | 2 | wood | religious & decoration | Available from the start. | Available until the Modern Age. | | tiki statue | 10 | wood | religious & decoration | Available from the start. | Available until the Modern Age. | | small tiki statue | 8 | wood | religious & decoration | Available from the start. | Available until the Modern Age. | | wood totem pole | 10 | wood | religious & decoration | Available from the start. | Available until the Middle Ages. | | sandals | 1 | wood | shoes & clothing | Available from the start. | Available until the Modern Age. | | expressive wearable wood mask | 3 | wood | shoes & clothing | Available from the start. | Available until the Middle Ages. | | black african wood mask | 3 | wood | shoes & clothing | Available from the start. | Available until the Middle Ages. | | wearable wood mask | 2 | wood | shoes & clothing | Available from the start. | Available until the Middle Ages. | | wood mug | 1 | wood | kitchen | Available from the start. | Available until the Modern Age. | | campfire | 4 | wood | kitchen | Available from the start. | Available until the Modern Age. | | tiki torch | 5 | wood | kitchen | Available from the start. | Available until the Modern Age. | | wood bowl | 1 | wood | kitchen | Available from the start. | Available until the Modern Age. | | wood pipe | 2 | wood | kitchen | Requires 19 Industrial research points. | Available until the Modern Age. | | siege ladder | 8 | wood | siege weapons | Requires 24 Industrial, 33 Military research points. | Available until the Modern Age. | | wooden foot | 3 | wood | medical | Requires 18 Medical research points. | Available until the Modern Age. | | wooden pegleg | 5 | wood | medical | Requires 18 Medical research points. | Available until the Modern Age. |

woodplank

| Item | Cost | Material | Category | Research Needed | Available Until | | ------------------------------------ | ---- | -------- | ---------------------- | ----------------------------------------------------- | ----------------------------------- | | wooden cart | 40 | woodsoft | logistics | Requires 20 Industrial research points. | Available until the Modern Age. | | bathtub | 50 | woodsoft | hygiene | Requires 10 Industrial, 5 Medical research points. | Available until the Stone Age. | | wooden public bathtub | 100 | woodsoft | hygiene | Requires 45 Industrial, 30 Medical research points. | Available until the Bronze Age. | | ridgid hull inflatable boat frame | 22 | woodsoft | vehicle parts | Requires 175 Industrial research points. | Available until the Modern Age. | | carriage | 50 | woodsoft | vehicle parts | Requires 22 Industrial research points. | Available until the Modern Age. | | outrigger boat frame | 22 | woodsoft | vehicle parts | Requires 22 Industrial research points. | Available until the Modern Age. | | wood vehicle frame | 2 | woodsoft | vehicle parts | Requires 126 Industrial research points. | Available until the Modern Age. | | wood ship frame | 4 | woodsoft | vehicle parts | Requires 41 Industrial research points. | Available until the Modern Age. | | ship rudder axis (2500 weight) | 45 | woodsoft | vehicle parts | Requires 55 Industrial research points. | Available until the Modern Age. | | light ship rudder axis (1200 weight) | 25 | woodsoft | vehicle parts | Requires 41 Industrial research points. | Available until the Modern Age. | | ship rudder control | 10 | woodsoft | vehicle parts | Requires 41 Industrial research points. | Available until the Modern Age. | | ship mast | 15 | woodsoft | vehicle parts | Requires 41 Industrial research points. | Available until the Modern Age. | | research desk | 8 | woodsoft | economy & production | Available from the start. | Available until the Modern Age. | | salting container | 6 | woodsoft | economy & production | Requires 18 Medical research points. | Available until the Modern Age. | | small mill | 4 | woodsoft | economy & production | Requires 19 Industrial research points. | Available until the Modern Age. | | loom | 8 | woodsoft | economy & production | Requires 19 Industrial research points. | Available until the Modern Age. | | retting trough | 8 | woodsoft | economy & production | Requires 19 Industrial research points. | Available until the Modern Age. | | compost bin | 10 | woodsoft | economy & production | Requires 35 Industrial research points. | Available until the Modern Age. | | oil well | 40 | woodsoft | economy & production | Requires 105 Industrial research points. | Available until the Modern Age. | | oil deposit | 6 | woodsoft | economy & production | Requires 105 Industrial research points. | Available until the Modern Age. | | gunsmithing bench | 13 | woodsoft | economy & production | Requires 118 Industrial research points. | Available until the Modern Age. | | ethanol distillery | 15 | woodsoft | economy & production | Requires 45 Industrial research points. | Available until the Modern Age. | | large saw mill | 100 | woodsoft | economy & production | Requires 45 Industrial research points. | Available until the Modern Age. | | powered saw mill | 200 | woodsoft | economy & production | Requires 100 Industrial research points. | Available until the Modern Age. | | market stall | 25 | woodsoft | economy & production | Requires 24 Industrial research points. | Available until the Modern Age. | | supply stall | 25 | woodsoft | economy & production | Requires 24 Industrial research points. | Available until the Modern Age. | | stock market | 25 | woodsoft | economy & production | Requires 24 Industrial research points. | Available until the Modern Age. | | wood roof builder | 1 | woodsoft | construction | Available from the start. | Available until the Modern Age. | | wall frame | 1 | woodsoft | construction | Requires 35 Industrial research points. | Available until the Modern Age. | | door | 5 | woodsoft | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | large wood double doors | 5 | woodsoft | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | wooden privacy door | 10 | woodsoft | construction | Requires 47 Industrial research points. | Available until the Modern Age. | | wooden house door | 5 | woodsoft | construction | Requires 82 Industrial research points. | Available until the Modern Age. | | floor cover | 2 | woodsoft | construction | Available from the start. | Available until the Modern Age. | | wood floor | 1 | woodsoft | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | wood stairs | 2 | woodsoft | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | fancy wood floor | 1.5 | woodsoft | construction | Requires 42 Industrial research points. | Available until the Modern Age. | | window | 5 | woodsoft | construction | Requires 18 Industrial research points. | Available until the Modern Age. | | custom wood sign | 3 | woodsoft | construction | Requires 25 Industrial research points. | Available until the Modern Age. | | custom metallic sign | 4 | woodsoft | construction | Requires 35 Industrial research points. | Available until the Modern Age. | | custom golden sign | 6 | woodsoft | construction | Requires 35 Industrial research points. | Available until the Modern Age. | | signpost | 4 | woodsoft | construction | Available from the start. | Available until the Modern Age. | | wood jail bars | 8 | woodsoft | construction | Requires 55 Industrial research points. | Available until the Modern Age. | | locked wood jail door | 12 | woodsoft | construction | Requires 55 Industrial research points. | Available until the Modern Age. | | horizontal wood barrier | 5 | woodsoft | barricades | Available from the start. | Available until the Modern Age. | | vertical wood barrier | 5 | woodsoft | barricades | Available from the start. | Available until the Modern Age. | | picket wood fence | 3 | woodsoft | barricades | Requires 30 Industrial research points. | Available until the Modern Age. | | picket wood fence door | 3 | woodsoft | barricades | Requires 30 Industrial research points. | Available until the Modern Age. | | wood structure | 5 | woodsoft | barricades | Available from the start. | Available until the Modern Age. | | outhouse | 35 | woodsoft | hygiene | Requires 45 Medical research points. | Available until the Modern Age. | | male outhouse | 35 | woodsoft | hygiene | Requires 45 Medical research points. | Available until the Modern Age. | | female outhouse | 35 | woodsoft | hygiene | Requires 45 Medical research points. | Available until the Modern Age. | | training sword | 8 | woodsoft | weapons | Requires 24 Military research points. | Available until the Middle Ages. | | crossbow | 12 | woodsoft | weapons | Requires 45 Military research points. | Available until the Modern Age. | | compound bow | 8 | woodsoft | weapons | Requires 175 Military research points. | Available until the Modern Age. | | bolt shaft (x3) | 1 | woodsoft | weapons | Requires 45 Military research points. | Available until the Modern Age. | | wood handle | 1 | woodsoft | tools | Available from the start. | Available until the Modern Age. | | wood cane | 2 | woodsoft | tools | Available from the start. | Available until the Modern Age. | | plough | 4 | woodsoft | tools | Available from the start. | Available until the Modern Age. | | fishing pole | 3 | woodsoft | tools | Available from the start. | Available until the Modern Age. | | mop | 2 | woodsoft | tools | Requires 22 Industrial research points. | Available until the Modern Age. | | rollingpin | 1 | woodsoft | tools | Requires 22 Industrial research points. | Available until the Modern Age. | | bucket | 2 | woodsoft | tools | Available from the start. | Available until the Modern Age. | | fishing cage | 12 | woodsoft | tools | Requires 12 Industrial, 12 Medical research points. | Available until the Modern Age. | | wearable sign | 2.5 | woodsoft | tools | Available from the start. | Available until the Modern Age. | | ballot box | 8 | woodsoft | furniture | Requires 25 Industrial research points. | Available until the Modern Age. | | wood pole | 2 | woodsoft | furniture | Available from the start. | Available until the Modern Age. | | bed | 4 | woodsoft | furniture | Available from the start. | Available until the Modern Age. | | wood crate | 5 | woodsoft | furniture | Available from the start. | Available until the Modern Age. | | bookcase | 6 | woodsoft | furniture | Requires 14 Industrial research points. | Available until the Modern Age. | | chair | 4 | woodsoft | furniture | Requires 14 Industrial research points. | Available until the Modern Age. | | wood chest | 7 | woodsoft | furniture | Requires 14 Industrial research points. | Available until the Modern Age. | | large barrel | 16 | woodsoft | furniture | Requires 19 Industrial research points. | Available until the Modern Age. | | wood mailbox | 3 | woodsoft | furniture | Requires 40 Industrial research points. | Available until the Modern Age. | | padded chair | 6 | woodsoft | furniture | Requires 40 Industrial research points. | Available until the Modern Age. | | wing backed chair | 6 | woodsoft | furniture | Requires 40 Industrial research points. | Available until the Modern Age. | | coffin | 4 | woodsoft | furniture | Requires 41 Industrial research points. | Available until the Modern Age. | | wardrobe | 5 | woodsoft | furniture | Requires 41 Industrial research points. | Available until the Modern Age. | | cabinet | 4 | woodsoft | furniture | Requires 41 Industrial research points. | Available until the Modern Age. | | grandfather clock | 9 | woodsoft | furniture | Requires 42 Industrial research points. | Available until the Modern Age. | | wooden rifle rack | 8 | woodsoft | storage | Requires 75 Military research points. | Available until the Modern Age. | | poker table | 7 | woodsoft | furniture | Requires 95 Industrial research points. | Available until the Modern Age. | | modern table | 7 | woodsoft | furniture | Requires 95 Industrial research points. | Available until the Modern Age. | | fancy table | 7 | woodsoft | furniture | Requires 95 Industrial research points. | Available until the Modern Age. | | coatrack | 3 | woodsoft | furniture | Requires 95 Industrial research points. | Available until the Modern Age. | | shell rack | 6 | woodsoft | furniture | Requires 80 Industrial, 105 Military research points. | Available until the Modern Age. | | large crate | 8 | woodsoft | furniture | Requires 95 Industrial research points. | Available until the Modern Age. | | military crate | 5 | woodsoft | furniture | Requires 105 Industrial research points. | Available until the Modern Age. | | standing clock | 6 | woodsoft | furniture | Requires 110 Industrial research points. | Available until the Modern Age. | | wood altar | 20 | woodsoft | religious & decoration | Available from the start. | Available until the Modern Age. | | cross | 4 | woodsoft | religious & decoration | Requires 47 Industrial research points. | Available until the Modern Age. | | small cross | 2 | woodsoft | religious & decoration | Requires 47 Industrial research points. | Available until the Modern Age. | | monumental crucero cross | 45 | woodsoft | religious & decoration | Requires 32 Industrial research points. | Available until the Modern Age. | | geta sandals | 1 | woodsoft | shoes & clothing | Requires 24 Industrial, 38 Medical research points. | Available until the Modern Age. | | barrel | 5 | woodsoft | kitchen | Requires 19 Industrial research points. | Available until the Modern Age. | | cutting board | 5 | woodsoft | kitchen | Requires 20 Industrial research points. | Available until the Modern Age. | | paper cup | 1 | woodsoft | kitchen | Requires 105 Industrial research points. | Available until the Modern Age. | | milk carton | 2 | woodsoft | kitchen | Requires 105 Industrial research points. | Available until the Modern Age. | | food box | 1.5 | woodsoft | storage | Requires 90 Industrial research points. | Available until the Modern Age. | | gong | 5 | woodsoft | entertainment & other | Requires 26 Industrial research points. | Available until the Modern Age. | | gong mallet | 3 | woodsoft | entertainment & other | Requires 26 Industrial research points. | Available until the Modern Age. | | bell stand | 3 | woodsoft | entertainment & other | Requires 40 Industrial research points. | Available until the Modern Age. | | cigar case | 2 | woodsoft | entertainment & other | Requires 65 Industrial research points. | Available until the Modern Age. | | deck of cards | 2 | woodsoft | entertainment & other | Requires 65 Industrial research points. | Available until the Modern Age. | | matches (x10) | 2 | woodsoft | entertainment & other | Requires 67 Industrial research points. | Available until the Modern Age. | | piano | 18 | woodsoft | entertainment & other | Requires 45 Industrial research points. | Available until the Modern Age. | | violin | 10 | woodsoft | entertainment & other | Requires 50 Industrial research points. | Available until the Modern Age. | | research kit | 10 | woodsoft | paper & printing | Available from the start. | Available until the Modern Age. | | scientific literature | 4 | woodsoft | paper & printing | Available from the start. | Available until the Modern Age. | | language book | 10 | woodsoft | paper & printing | Available from the start. | Available until the Modern Age. | | holy book | 15 | woodsoft | paper & printing | Available from the start. | Available until the Modern Age. | | visa (empty) | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. | | passport | 3 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. | | pen | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. | | paper sheet | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. | | official faction paper | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. | | envelope | 2 | woodsoft | paper & printing | Requires 40 Industrial research points. | Available until the Modern Age. | | envelope seal stamp | 1 | woodsoft | paper & printing | Requires 40 Industrial research points. | Available until the Modern Age. | | wax seal stamp | 1 | woodsoft | paper & printing | Requires 40 Industrial research points. | Available until the Modern Age. | | book | 4 | woodsoft | paper & printing | Requires 45 Industrial research points. | Available until the Modern Age. | | grey folder | 1 | woodsoft | paper & printing | Requires 120 Industrial research points. | Available until the Modern Age. | | yellow folder | 1 | woodsoft | paper & printing | Requires 120 Industrial research points. | Available until the Modern Age. | | red folder | 1 | woodsoft | paper & printing | Requires 120 Industrial research points. | Available until the Modern Age. | | photo album | 5 | woodsoft | paper & printing | Requires 95 Industrial research points. | Available until the Modern Age. | | religious poster | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. | | military propaganda poster (flag) | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. | | military propaganda poster (armed) | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. | | work propaganda poster | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. | | leader propaganda poster | 1 | woodsoft | paper & printing | Requires 19 Industrial research points. | Available until the Modern Age. | | notice board | 12 | woodsoft | paper & printing | Requires 50 Industrial research points. | Available until the Modern Age. | | printing press | 12 | woodsoft | paper & printing | Requires 52 Industrial research points. | Available until the Modern Age. | | clipboard | 5 | woodsoft | paper & printing | Requires 125 Industrial research points. | Available until the Modern Age. | | large blue stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. | | DENIED stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. | | APPROVED stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. | | silly stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. | | red stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. | | blue stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. | | dark red stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. | | yellow stamp | 1 | woodsoft | paper & printing | Requires 103 Industrial research points. | Available until the Modern Age. | | catapult | 50 | woodsoft | siege weapons | Requires 24 Industrial, 33 Military research points. | Available until the Industrial Age. | | doctor handbook | 12 | woodsoft | medical | Requires 33 Industrial, 48 Medical research points. | Available until the Modern Age. | | stormy sea | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | city street | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | sea sunset | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | valley | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | still life | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | bird and blossom | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | pine on the shore | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | temple by the river | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | desert camp | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | barque at sea | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | starry sky | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | arid desert | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | still life | 3 | woodsoft | paintings | Requires 65 Industrial research points. | Available until the Modern Age. | | gallows | 3 | woodsoft | punishments | Requires 15 Military research points. | Available until the Modern Age. | | greek cross | 10 | woodsoft | punishments | Requires 20 Military research points. | Available until the Modern Age. | | tau cross | 10 | woodsoft | punishments | Requires 20 Military research points. | Available until the Modern Age. | | pillory | 8 | woodsoft | punishments | Requires 32 Military research points. | Available until the Modern Age. |

woolcloth

| Item | Cost | Material | Category | Research Needed | Available Until | | --------------------------------- | ---- | --------- | ----------------- | -------------------------------------------------- | ------------------------------------- | | small wool sail | 15 | woolcloth | none | Requires 22 Medical research points. | Available until the Modern Age. | | wool gloves | 3 | woolcloth | gloves | Available from the start. | Available until the Modern Age. | | wool coat | 6 | woolcloth | jackets & vests | Requires 20 Medical research points. | Available until the Modern Age. | | oven mittens | 3 | woolcloth | gloves | Requires 45 Industrial, 8 Medical research points. | Available until the Modern Age. | | motorist gloves | 3 | woolcloth | gloves | Requires 180 Medical research points. | Available until the Modern Age. | | wool boots | 3 | woolcloth | foot wear | Available from the start. | Available until the Modern Age. | | steppe wool shoes | 3 | woolcloth | foot wear | Requires 33 Medical research points. | Available until the Imperial Age. | | courier sneakers | 3 | woolcloth | foot wear | Requires 180 Medical research points. | Available until the Modern Age. | | colored turban | 2 | woolcloth | hats | Requires 18 Medical research points. | Available until the Modern Age. | | white turban | 2 | woolcloth | hats | Requires 18 Military research points. | Available until the Modern Age. | | custom wool hood | 2 | woolcloth | hats | Requires 26 Medical research points. | Available until the Modern Age. | | ainu bandana | 4 | woolcloth | hats | Requires 28 Medical research points. | Available until the Early Modern Age. | | steppe shaman hat | 4 | woolcloth | hats | Requires 33 Medical research points. | Available until the Imperial Age. | | nun hood | 4 | woolcloth | hats | Requires 35 Medical research points. | Available until the Modern Age. | | count hat | 5 | woolcloth | hats | Requires 35 Medical research points. | Available until the Modern Age. | | brown padded head-cap | 4 | woolcloth | hats | Requires 32 Military, 42 Medical research points. | Available until the Middle Ages. | | grey padded head-cap | 4 | woolcloth | hats | Requires 32 Military, 42 Medical research points. | Available until the Middle Ages. | | ratty old padded head-cap | 4 | woolcloth | hats | Requires 32 Military, 42 Medical research points. | Available until the Middle Ages. | | custom hennin | 2 | woolcloth | hats | Requires 38 Medical research points. | Available until the Imperial Age. | | artisan hat | 2 | woolcloth | hats | Requires 52 Medical research points. | Available until the Imperial Age. | | red beret | 2 | woolcloth | hats | Requires 62 Medical research points. | Available until the Modern Age. | | custom beret | 2 | woolcloth | hats | Requires 62 Medical research points. | Available until the Modern Age. | | blue beret | 2 | woolcloth | hats | Requires 62 Medical research points. | Available until the Modern Age. | | brown flatcap | 2 | woolcloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | blue flatcap | 2 | woolcloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | grey flatcap | 2 | woolcloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | custom officer cap | 4 | woolcloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | custom field cap | 3 | woolcloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | customizable beanie | 2 | woolcloth | hats | Requires 109 Medical research points. | Available until the Modern Age. | | shemagh | 2 | woolcloth | masks & eyewear | Requires 33 Medical research points. | Available until the Modern Age. | | bandana | 2 | woolcloth | masks & eyewear | Requires 62 Medical research points. | Available until the Imperial Age. | | red kerchief | 2 | woolcloth | masks & eyewear | Requires 98 Medical research points. | Available until the Modern Age. | | grey kerchief | 2 | woolcloth | masks & eyewear | Requires 98 Medical research points. | Available until the Modern Age. | | blue ainu robes | 3 | woolcloth | clothing | Requires 28 Medical research points. | Available until the Early Modern Age. | | brown ainu robes | 3 | woolcloth | clothing | Requires 28 Medical research points. | Available until the Early Modern Age. | | steppe wool tunic | 3 | woolcloth | clothing | Requires 33 Medical research points. | Available until the Imperial Age. | | kilt | 2 | woolcloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. | | beggar clothing | 2 | woolcloth | clothing | Requires 38 Medical research points. | Available until the Modern Age. | | black haori | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. | | blue haori | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. | | red haori | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. | | customizable haori | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. | | light hanfu | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. | | dark hanfu | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. | | monk robes | 6 | woolcloth | jackets & vests | Requires 38 Medical research points. | Available until the Modern Age. | | green hanfu | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the 2nd World War. | | count outfit | 6 | woolcloth | clothing | Requires 35 Medical research points. | Available until the Modern Age. | | artisan clothing | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the Imperial Age. | | dark artisan clothing | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the Imperial Age. | | light artisan clothing | 3 | woolcloth | clothing | Requires 38 Medical research points. | Available until the Imperial Age. | | customizable renaissance clothing | 6 | woolcloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. | | baggy renaissance clothing | 6 | woolcloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. | | pontifical renaissance clothing | 6 | woolcloth | clothing | Requires 59 Medical research points. | Available until the Imperial Age. | | custom colonial outfit | 4 | woolcloth | clothing | Requires 70 Medical research points. | Available until the Modern Age. | | custom short colonial outfit | 4 | woolcloth | clothing | Requires 70 Medical research points. | Available until the Modern Age. | | merchant outfit | 5 | woolcloth | clothing | Requires 75 Medical research points. | Available until the Modern Age. | | pilgrim uniform | 4 | woolcloth | clothing | Requires 80 Medical research points. | Available until the Industrial Age. | | lederhosen | 4 | woolcloth | clothing | Requires 80 Medical research points. | Available until the Modern Age. | | custom victorian uniform | 3 | woolcloth | clothing | Requires 98 Medical research points. | Available until the Modern Age. | | waistcoat | 5 | woolcloth | clothing | Requires 105 Medical research points. | Available until the Modern Age. | | custom modern outfit | 4 | woolcloth | clothing | Requires 120 Medical research points. | Available until the Modern Age. | | custom baggy modern outfit | 4 | woolcloth | clothing | Requires 120 Medical research points. | Available until the Modern Age. | | custom short modern outfit | 4 | woolcloth | clothing | Requires 120 Medical research points. | Available until the Modern Age. | | custom short colonial outfit | 4 | woolcloth | clothing | Requires 70 Medical research points. | Available until the Modern Age. | | motorist outfit | 4 | woolcloth | clothing | Requires 180 Medical research points. | Available until the Modern Age. | | punk outfit | 3 | woolcloth | clothing | Requires 180 Medical research points. | Available until the Modern Age. | | nun dress | 4 | woolcloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. | | plain black dress | 4 | woolcloth | feminine clothing | Requires 38 Medical research points. | Available until the 2nd World War. | | customizable dress | 4 | woolcloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. | | customizable buttoned dress | 4 | woolcloth | feminine clothing | Requires 38 Medical research points. | Available until the Modern Age. | | short black dress | 4 | woolcloth | feminine clothing | Requires 98 Medical research points. | Available until the 2nd World War. | | proper black dress | 4 | woolcloth | feminine clothing | Requires 105 Medical research points. | Available until the Modern Age. | | steppe shaman wool coat | 6 | woolcloth | jackets & vests | Requires 33 Medical research points. | Available until the Imperial Age. | | black jacket | 6 | woolcloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. | | fancy brown jacket | 10 | woolcloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. | | fancy red jacket | 10 | woolcloth | jackets & vests | Requires 57 Medical research points. | Available until the Imperial Age. | | blue vest | 4 | woolcloth | jackets & vests | Requires 57 Medical research points. | Available until the Modern Age. | | black vest | 4 | woolcloth | jackets & vests | Requires 57 Medical research points. | Available until the Modern Age. | | olive vest | 4 | woolcloth | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. | | brown winter coat | 10 | woolcloth | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. | | grey winter coat | 10 | woolcloth | jackets & vests | Requires 89 Medical research points. | Available until the Modern Age. | | victorian peacoat | 7 | woolcloth | jackets & vests | Requires 105 Medical research points. | Available until the Modern Age. | | brown bomber's jacket | 4 | woolcloth | jackets & vests | Requires 109 Medical research points. | Available until the Modern Age. | | black bomber's jacket | 4 | woolcloth | jackets & vests | Requires 109 Medical research points. | Available until the Modern Age. | | service jacket | 3 | woolcloth | jackets & vests | Requires 109 Medical research points. | Available until the Modern Age. | | modern coat | 4 | woolcloth | jackets & vests | Requires 109 Medical research points. | Available until the Modern Age. | | charcoal suit | 15 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | black suit | 15 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | dark black suit | 15 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | burgundy suit | 15 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | checkered suit | 15 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | navy suit | 15 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | grey parka | 8 | woolcloth | jackets & vests | Requires 112 Medical research points. | Available until the Modern Age. | | motorist jacket | 6 | woolcloth | jackets & vests | Requires 180 Industrial research points. | Available until the Modern Age. | | customizable armband | 1 | woolcloth | accessories | Available from the start. | Available until the Modern Age. | | customizable sash | 1 | woolcloth | accessories | Available from the start. | Available until the Modern Age. | | customizable cape | 2 | woolcloth | accessories | Available from the start. | Available until the Imperial Age. | | customizable tabard | 2 | woolcloth | accessories | Available from the start. | Available until the Imperial Age. | | customizable apron | 2 | woolcloth | accessories | Available from the start. | Available until the Modern Age. | | customizable priest band | 1.5 | woolcloth | accessories | Requires 28 Medical research points. | Available until the Modern Age. | | customizable scarf | 2 | woolcloth | accessories | Requires 70 Medical research points. | Available until the Modern Age. | | neck ruffle | 2 | woolcloth | accessories | Requires 70 Medical research points. | Available until the Imperial Age. | | customizable tie | 2 | woolcloth | accessories | Requires 95 Medical research points. | Available until the Modern Age. | | customizable bowtie | 2 | woolcloth | accessories | Requires 95 Medical research points. | Available until the Modern Age. | | white bedsheet | 2 | woolcloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. | | medical bedsheet | 2 | woolcloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. | | brown bedsheet | 2 | woolcloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. | | blue bedsheet | 2 | woolcloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. | | yellow bedsheet | 2 | woolcloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. | | red bedsheet | 2 | woolcloth | bedsheets | Requires 28 Medical research points. | Available until the Modern Age. |

Games

Other Games

Below is a list of several games that have similar mechanics, settings or that inspired us to create Civ13.

Rimworld - Similiar in the survival aspect of Nomads, you control a group of people starting from nothing in a planet.

Dwarf Fortress - A very complex roguelike. Features a lot of building.

Cataclysm DDA - A post-apocalyptic survival roguelike, with a complex crafting system.

Civilization series - Lends us the name, a 4X focused on expanding your civilization.

SS13 - The base code for this game.

Unreal World - A survival game set in the stone age.

Empire Earth - A RTS that is set in 15 different ages, from the prehistory to the future.

Gladiators

A free for all gamemode centered in the roman colleseum, you arrive as a gladiator from a region of the great empire of rome.

You fight for the emperor, the emperor is guarded by his praetorians.

Governor

Governor

You're the Governor and respective leader of the Colony. The way you lead depends on you. Usually you should try to be nice to the people and gain their support, since it means they aren't going to want to murder you. Try to keep a steady flow of goods coming and an out via yourself or the merchants. It's best to write some laws so your guards know what to enforce.

Steps

These are some basic steps of what to do after you spawn in.

  1. Create a paper of laws and put it on the notice board.
  2. Announce said paper and inform people to read it, make sure copies were made since some unga is gonna take that paper and crumple it.
  3. Make sure all the guards are enforcing said laws.
  4. Start some building projects, specifically a store or medical clinic.

Some laws you can make

  1. You must have a permit stamped and signed by the governor to own a firearm
  2. Theft is punishable by death
  3. Breaking and entering will be punished by death
  4. You must have a permit signed and stamped by either the governor or the head architect to build a structure.
  5. You cannot harm a native or foreigner without permission from the governor unless it is in self defense
  6. Disrespect to the guards or governor is punishable by death

These are just some laws you can enforce that should create a more stable less chaotic colony.

Exporting and Importing

Importing

With silver/reales in your hand, you can click on the supply orders book and put the money in. This will make it so you can click on it again with an empty hand and it will open a list. This list contains crates and supplies you can order. Click on the option you want and the purchased item, crate, or mob should arrive soon by dock or shipping area. After the option is selected it will subtract the cost directly from the money you put in, if you haven't enough, it doesn't work. Either way it will eject your money and you can retrieve the remaining coins. Then just wait for it to arrive.

Exporting

Exporting is different. You simply hold the item you want to export, and click on the exporting table. Then click yes and it will sell this to the world and be consumed. Money is ejected in return. This doesn't work for all items.

Guide to Slang

Table of contents 1. Guide to Slang 2. Epochs 1. 313 BC 2. 1013 AD 3. 1713 AD 4. 1873 AD 5. 1896 AD 6. 1940's AD 7. 1969 AD 8. 1984 AD

Guide to Slang

Throughout history slang has evolved and changed with the rise and fall of nations, city states and civlisations. The below section is an addendum to help further embellish your roleplaying at different epochs.

Epochs

Epochs are used to describe an event that begins a new period or development. An example would be the victorian era.

313 BC

Historical Events within living memory:

Click to expand!
  • War between Rome and Tibur 361–354 BC.
  • First Samnite War 343 to 341 BC.
  • The Latin War 340 to 338 BC.
  • King Philip II of Macedon is assasinated in 336 BC.
  • Alexander III of Macedon assumed the throne of Macedon 336 BC.
  • King of kings of the Achaemenid Empire, Darius III dies 330 BC.
  • King Alexander III of Macedon dies in the city of Babylon 323 BC.
  • Second Samnite War 326 to 304 BC (Ongoing).



1013 AD

Period Slang:

Click to expand!

Slang Term

Description

Acre The area of land that can be ploughed by one ox team in a day.
Amercement Financial penalty imposed by the King or his justices for various minor offences.
Apostate Used to describe one who left religious orders, or who returned to a heresy having once renounced it.
Bailiff Lord’s overseer or steward.
Bailiwick Bailiff’s area of authority.
Baron vassals who held land directly from the crown and served as a member of the King’s great council. This isn’t a title so much as a description. All Barons would be called Lord or something grander; not all Lords would be a Baron.
Borough Town with the right of self governmenance granted by royal charter.
Chancellor The monarch’s secretary or notary, managing the Chancery, filled with clerks who produced writs and written instructions and records.
Constable The title of an officer given command in an army or an important garrison. High Constable was the officer who commanded in the King’s absence and commanded the kings army.
Estovers The right to gather wood.
Exchequer Financial department of the royal government. The chief officers of the Exchequer were the Treasurer, the Chancellor and the Justiciar.
Fealty Oath by which a vassal swore loyalty to his lord.
Justiciar Head of the royal judicial system and the King’s viceroy during his absence from the country.
Sergeant Servant who accompanied his lord to battle, or a horseman of lower status used as light cavalry. Also meant a type of non knightly “tenure in service” owed to a lord. Such persons might carry the lord’s banner, serve in the wine cellar, make bows/arrows or any of a dozen other occupations.
Steward Man responsible for running the day to day affairs of the manor or castle in absence of the lord.
Tithe One tenth of a person’s produce and income, due as a tax to support the church.


Historical Events within living memory:

Click to expand!
  • In Rouen, Pope John XV ratifies the first Truce of God, between Æthelred II of England and Richard I of Normandy 991 AD.
  • The city of Babylon is abandoned 1000 AD.
  • Norsemen, led by Leif Eriksson, establish short-lived settlements in and around Vinland in North America 1001 AD.
  • Sweyn Forkbeard takes control of the Danelaw and is proclaimed king of England in London 1013 AD.
  • Byzantine conquest of Bulgaria 970 AD to 1018 AD (ongoing).



1713 AD

Period Slang:

Click to expand!

Slang Term

Description

Admiral of the Narrow Seas A drunk who vomits into a neighbor's lap.
Avast! Stop!
Bailed man A man who has bribed the press gang for immunity.
Cast up one's accounts To vomit.
Blashy Rainy weather.
Break-teeth words Words hard to pronounce.
Caper To be hanged.
Going to Jerusalem To be drunk.
Gone to the Diet of Worms To be dead and buried.
Irish apricot A potato.
Paddy-whack An Irishman.
Rum gagger One who tells false sea stories of hardship.
Study the history of the four kings To play cards.
To go up a ladder to bed To be hanged.


Historical Events within living memory:

Click to expand!
  • The Restoration of the Stuart monarchy, King Charles II returns frome exile 1660 AD.
  • The Second Anglo-Dutch War 1665 to 1667 AD.
  • The Great Fire of London 1666 AD.
  • Russo-Turkish War 1676 to 1681 AD.
  • The Nine Years' War 1688 to 1697 AD.
  • The Great Northern War 1700 to 1721 AD (ongoing).
  • Kingdom of Prussia declared under King Frederick I 1701 AD.
  • The Act of Union is passed, merging the Scottish and English Parliaments, thus establishing the Kingdom of Great Britain 1707 AD.
  • The War of the Spanish Succession 1701 to 1714 AD (ongoing).



1873 AD

Period Slang:

Click to expand!

Slang Term

Description

Bags o’ Mystery Sausages.
Bow wow mutton A naval term referring to meat so bad “it might be dog flesh.”.
Bricky Brave or fearless.
Church-bell A talkative woman.
Damfino Contraction of “damned if I know.”
Mad as Hops Excitable.
Mind the Grease Excuse me.
Mutton Shunter Policeman.
Shoot into the brown To fail.


Historical Events within living memory:

Click to expand!
  • The Texas Revolution 1835 to 1836 AD.
  • The Taiping Rebellion 1850 to 1864 AD.
  • The American Civil War 1861 to 1865 AD.
  • The Meiji Restoration (明治維新) 1868 AD.
    • The Boshin War (戊辰戦争) 1868 to 1869 AD.
  • The United States purchases Alaska from Russia 1867 AD.
  • The Franco-Prussian War 1870 to 1871.



1896 AD

Period Slang:

Click to expand!

Slang Term

Description

Corker Something excellent, outstanding.
Jiggery-pokery Deceitful trickery.
Juice Electricity.
Lunkhead A stupid or foolish person.
Live wire An exciting, energetic person.
Port-sider A left-hander.
Tube The telephone.
Up the river In prison or jail.
Simoleon A dollar.


Historical Events within living memory:

Click to expand!
  • Anglo-Zulu War 1879 AD.
  • The First Boer War 1880 to 1881 AD.
  • The Anglo-Egyptian War 1882 AD.
  • The First Sino-Japanese War (甲午戰爭 | 日清戦争) 1894 to 1895 AD.
  • The First Italo–Ethiopian War 1895 to 1896 AD.



1940's AD

Period Slang:

Click to expand!

Slang Term

Description

Ace A person with a high level of expertise.
Cold fish A boring person; someone who isn’t very responsive.
Dame A woman.
Cockeyed Crazy, impossible, stupid.
Gobbledygook Talking nonsense.
Greenbacks Paper Money.
Shuteye Sleep.
Swigger A person who drinks alcohol.


Historical Events within living memory:

Click to expand!
  • The Xinhai Revolution 1911 to 1912 AD.
  • The United States Occupation of Nicaragua 1912 to 1933 AD.
  • The Panama Canal Opens 1914 AD.
  • The First World War 1914 to 1918 AD.
  • The German Revolution 1918 to 1919 AD.
  • The Mukden Incident 1931 AD.
    • The Japanese Invasion of Manchuria 1931 to 1932 AD.
  • The Second Sino-Japanese War 1937 to 1945 AD.
  • The Second World War 1939 to 1945 AD.



1969 AD

Period Slang:

Click to expand!

Slang Term

Description

A gas Having a fun time.
Bug out To leave.
Flower power The peaceful protest movement of the '60s counterculture.
Freedom riders Civil rights protesters.
Gimme some skin To ask someone to slap or shake your hand in agreement.
Hawk A supporter of war.
Twitchin' Great or awesome.
Way out Something beyond explanation.


Historical Events within living memory:

Click to expand!
  • The Gulf of Tonkin Incident 1964 AD.
  • The Rhodesian Bush War 1964 to 1979 AD (ongoing).
  • The Cultural Revolution (文化大革命) 1966 to 1976 AD (ongoing).
  • The Six-Day War 1967 AD.
  • The Tet Offensive 1968 AD.



1984 AD

Period Slang:

Click to expand!

Slang Term

Description

Bitchin Something Great.
Crib Home.
Dufus A polite way of saying someone is an idiot.
Fly Cool.
Gag me with a spoon Something that is gross or obnoxious.
Hellacious Can be used in a positive or negative way. Surprisingly good or unbearably bad.
Later Days and Better Lays A phrase used to say goodbye and good luck.


Historical Events within living memory:

Click to expand!
  • The Rhodesian Bush War 1964 to 1979 AD.
  • The Iranian Revolution 1978 to 1979 AD.
  • The Second Oil Crisis 1979 AD.
  • WHO announces the eradication of smallpox 1980 AD.
  • The Falklands War 1982 AD.
  • United States invasion of Grenada 1983 AD.

Guide_to_Character

Guide to Character

"Know thyself."
The Delphic maxim

~~What is a 2D spessman civilizer, if not a bunch of pixels with loads of code behind it dictating the way it runs around, builds and crafts stuff, and whacks other civilizers?~~

What is a human being, if not a sum of their physical abilities and mental faculties? The knowledge of one's strengths and weaknesses, the awareness of the workings of the body and the psyche pave the road to the ultimate ideal - steamrolling whatever the world throws at you.

Character tab

Go the Character tab on the right panel. There you will see various info about your character, including:

Skills

The "standard" maximum level of a skill is 2.5, but it may be higher with the excellent mood bonus and additional trait bonuses (for instance, excellent mood and the Gigantism trait provide strength of 4.3125). On the contrary, bad mood decreases skill levels (for instance, with the horrible mood 2.5 becomes 2.0).

Skills are trained by various activities and by reading scientific literature on respective subjects (skill books - slates, scrolls and books, depending on the epoch). The literature written by a character with a higher skill level grants a larger skill boost to the reader. You can only read literature written by others, not by yourself!

P.S. 20 is a lie, it is 2.0

| Skill | Affects | Trained by | | :----------- | ------------------------------------------------------------ | ------------------------------------------------------------ | | Strength | - Melee damage
- Mining and woodcutting speed | - Mining
- Woodcutting
- Melee fights | | Crafting | - Ability to craft certain items
- Ability to use certain workbenches
- Ability to create firearm blueprints
- Crafting speed
- Quality of produced weapons | - Crafting anything | | Rifle | - Chance to hit a target with a rifle | - Shooting targets with a rifle (not necessarily practice ones) | | Dexterity | - Chance to dodge a melee attack
- Increases movement speed | - Dodging melee attacks (see Combat section)
- Melee fights | | Swords | - Damage when fighting with a sword | - Practicing sword fights with people and training dummies | | Pistol | - Chance to hit a target with a pistol | - Shooting targets with a pistol | | Bows | - Chance to hit a target with a bow | - Pincushioning targets with arrows | | Medical | - Extra healing bonus when using healing items
- Ability to perform surgeries at all, success chance during a surgery step | - Performing surgeries on people (not necessarily living) | | Philosophy | - Ability to found a religion
- Ability to write language books | - Writing and reading scientific literature | | Machine gun | - Chance to hit a target with a machine gun | - Pumping targets full of lead | | Farming | - Ability to check plants' water level
- Ploughing speed | - Planting seeds
- Ploughing fields | | Throwing | - Chance to hit a target with throwing weapons | - Throw weapons designed for throwing |

Traits

You can select traits on the character setup screen before spawning. Positive (advantageous) traits have to be balanced with negative (disadvantageous) traits. Selecting a trait gives the description of its effects.

Languages

There may be more than one ethnicity on a given map, and each ethnicity speaks its own language. On some maps you can choose who you spawn as, which, basically, equals to choosing a starting language. On others spawning is random. Furthermore, on some maps you can choose two languages at the start, a "primary" (also determines ethnicity) and a "secondary" one.

You can learn a new language by listening to it being spoken by others (first option, takes about 20-30 minutes of continuous listening in total; learning progress is saved). Some languages, for example, German and Dutch, have a degree of mutual similarity, so that a speaker of one language have some initial grasp of the other and can learn it faster.

As you learn a new language, your will start understanding more and more of it.

Another option is reading a suitable language book. You can write one if you know at least two languages and have 1.35 of the philosophy skill.

The IC tab has the following commands regarding languages: Check Default Language, Check Known Languages and Set Default Language.

Combat

You can alter your combat behaviour with the following options:

from left to right, tactics, mode and secondary attack.

Tactics

Aim - increases accuracy by 10%

Charge - increases melee damage by 10%

Defend - increases the chance to parry or dodge by 20%

Rush - reduces the melee weapon cooldown by 15%

Click the icon to switch or use the N hotkey in the hotkeys mode.

Mode

Dodge - focuses on dodging melee attacks rather than parrying. Good when you have a small weapon or fight without a shield. Influenced by the dexterity skill.

Parry - focuses on parrying melee attacks rather than dodging. Works better when you use a shield or a larger weapon.

Secondary attack

Bite - when there are no other options.

Kick - when the enemy thinks handcuffing you is enough.

Jump - when the enemy thinks you are cornered (maximum jumping distance is 2 tiles).

These are tied to the middle mouse button. Could be switched with the U hotkey in the hotkeys mode.

Pulling punches

Allows sparring without beating each other to a bloody pulp. On the IC tab, click "Pulling punches" - now you will not harm an opponent when attacking them unarmed. Click again to stop pulling punches.

Guide_to_Chemistry

Guide to Chemistry

Here you can find all the possible chemical reactions.

To look for specific recipes, use the "Find in page" command - Ctrl-F.

Exported on 7 December 2021.

Chemical Reactions List

| Result | Ingredients | Catalysts | Inhibitors | Produced Amount | ID | | ----------------------- | ------------------------------------------------------- | ------------ | ------------- | --------------- | ------------------------ | | Penicillin | 10u. enzyme 1u. acetone | none | none | 5 | penicillin | | Tramadol | 1u. opium 1u. ethanol 1u. acetone | none | none | 3 | tramadol | | Paracetamol | 1u. tramadol 1u. sugar 1u. water | none | none | 3 | paracetamol | | Oxycodone | 1u. ethanol 1u. tramadol | 5u. tungsten | none | 1 | oxycodone | | Adrenaline | 1u. acetone 1u. sugar 1u. diethylamine 1u. potassium_chloride | none | none | 5 | adrenaline | | Soporific | 1u. chloralhydrate 4u. sugar | none | u. phosphorus | 5 | stoxin | | Chloral Hydrate | 1u. ethanol 3u. hclacid 1u. water | none | none | 1 | chloralhydrate | | Potassium Chloride | 1u. sodiumchloride 1u. potassium | none | none | 2 | potassium_chloride | | Potassium Chlorophoride | 1u. potassium_chloride 1u. tungsten 1u. chloralhydrate | none | none | 4 | potassium_chlorophoride | | Diethylamine | 1u. ammonia 1u. ethanol | none | none | 2 | diethylamine | | Foaming Agent | 1u. lithium 1u. hydrazine | none | none | 1 | foaming_agent | | Hydrochloric Acid | 1u. hydrogen_chloride 5u. water | none | none | 5 | hclacid | | Potassium Iodide | 1u. potassium 1u. iodine | none | none | 1 | potassium_iodide | | Ammonia | 1u. nitrogen 3u. hydrogen | none | none | 1 | ammonia | | Acetone | 1u. carbon 2u. ethanol | none | none | 1 | acetone | | Table Salt | 1u. sodium 1u. chlorine | none | none | 1 | sodiumchloride | | Hydrogen Chloride | 1u. hydrogen 1u. chlorine | none | none | 1 | hydrogen_chloride | | Hydrogen Peroxide | 1u. chlorine 1u. water 1u. oxygen | none | none | 3 | hydrogen_peroxide | | Water | 1u. oxygen 1u. hydrogen | none | none | 1 | water | | Cider | 10u. applejuice | 5u. enzyme | none | 10 | cider | | Glycerol | 3u. cornoil 1u. sacid | none | none | 3 | glycerol | | Glycerol | 3u. cornoil 1u. hclacid | none | none | 3 | glycerol | | Sodium Chloride | 1u. sodium 1u. hclacid | none | none | 2 | sodiumchloride | | Aspirin | 5u. carbon 4u. water 2u. oxygen | none | none | 5 | aspirin | | Calcium carbonate | 1u. carbon 1u. calcium 3u. oxygen | none | none | 2 | calcium carbonate | | Carbon dioxyde | 1u. carbon 2u. oxygen | none | none | 2 | carbon_dioxyde | | Sulphuric acid | 1u. sulfur 1u. oxygen 1u. hydrogen | none | none | 2 | sacid | | Saline Glucose solution | 1u. sodiumchloride 1u. water 1u. sugar | none | none | 2 | saline_glucose | | Aqua regia | 1u. nitric_acid 3u. clorhydric_acid | none | none | 2 | aqua_regia | | Nitric acid | 2u. nitrogen 5u. oxygen 3u. water | none | none | 4 | nitric_acid | | Clorhydric acid | 1u. hydrogen 1u. chlorine | none | none | 1 | clorhydric_acid | | Baking soda | 1u. carbon_dioxide 1u. ammonia 2u. sodium_chloride | none | none | 2 | baking_soda | | Bleach | 1u. sodium_hypochlorite 9u. water | none | none | 10 | bleach | | Sodium hypochlorite | 1u. potassium 1u. oxygen 1u. chlorine | none | none | 2 | sodium_hypochlorite | | Hydrazine | 1u. ammonia 1u. hydrogen 1u. nitrogen | none | none | 1 | hydrazine | | Condensed Capsaicin | 2u. capsaicin | 5u. tungsten | none | 1 | condensedcapsaicin | | Methylphenidate | 1u. mindbreaker 1u. hydrazine | none | none | 3 | methylphenidate | | Citalopram | 1u. mindbreaker 1u. carbon | none | none | 3 | citalopram | | Paroxetine | 1u. mindbreaker 1u. acetone | none | none | 3 | paroxetine | | Lysergic acid diethylamide | 1u. enzyme 1u. diethylamine | none | none | 2 | mindbreaker | | Explosion | 1u. water 1u. potassium | none | none | 2 | explosion_potassium | | Nitroglycerin | 1u. glycerol 1u. potassium | none | none | 2 | nitroglycerin | | Nitrocellulose | 1u. cotton 1u. potassium | none | none | 2 | nitrocellulose | | Gunpowder | 1u. sulfur 1u. carbon 1u. potassium | none | none | 3 | gunpowder | | Gunpowder | 1u. sulfur 1u. charcoal 1u. potassium | none | none | 3 | gunpowder | | Saltpeter | 2u. poo 1u. urine | none | none | 1 | potassium | | Saltpeter | 2u. fertilizer 1u. urine | none | none | 1 | potassium | | Napalm | 1u. gasoline 1u. cotton | none | none | 1 | napalm | | Chemsmoke | 1u. potassium 1u. sugar 1u. phosphorus | none | none | 0.4 | chemsmoke | | Hexachloroetane | 6u. chlorine 2u. carbon | none | none | 10 | hexachloroetane | | Chlorine Gas | 5u. chlorine 5u. hydrogen | none | none | 5 | chlorine_gas | | Mustard Gas | 4u. carbon 8u. hydrogen 2u. chlorine 1u. sulfur | none | none | 10 | mustard_gas | | White Phosphorus Gas | 5u. phosphorus 5u. hydrogen | none | none | 5 | white_phosphorus_gas | | Phosgene Gas | 5u. chlorine 2.5u. carbon 2.5u. oxygen | 5u. carbon | none | 5 | phosgene_gas | | Xylyl Bromide | 6u. carbon 4u. hydrogen 1u. bromine | none | none | 5 | xylyl_bromide | | Zyklon B | 10u. cyanide 5u. hydrogen | none | none | 5 | zyklon_b | | Cyanide | 1u. carbon 1u. nitrogen | none | none | 1 | cyanide | | Gasoline Kevlar | 5u. sacid 5u. gasoline | none | none | 1 | gas_kevlar | | Diesel Kevlar | 5u. sacid 5u. diesel | none | none | 1 | diesel_kevlar | | Biodiesel Kevlar | 5u. sacid 5u. biodiesel | none | none | 1 | biodiesel_kevlar | | | 1u. acetone 1u. carbon 1u. sugar | none | none | 3 | | | Hot Coco | 5u. water 1u. coco | none | none | 5 | hot_coco | | Cheesewheel | 40u. milk | 5u. enzyme | none | 1 | cheesewheel | | Meatball | 5u. protein 5u. flour | none | none | 3 | meatball | | Dough | 5u. water 10u. flour | none | none | 1 | dough | | Sweet Dough | 3u. egg 10u. flour 2u. sugar | none | none | 1 | sweet_dough | | Goldschlager | 10u. vodka 1u. gold | none | none | 10 | goldschlager | | Patron | 10u. tequilla 1u. silver | none | none | 10 | patron | | Bilk | 1u. milk 1u. beer | none | none | 2 | bilk | | Iced Tea | 1u. ice 2u. tea | none | none | 3 | icetea | | Iced Coffee | 1u. ice 2u. coffee | none | none | 3 | icecoffee | | Moonshine | 10u. nutriment | 5u. enzyme | none | 5 | moonshine | | Grenadine Syrup | 10u. berryjuice | 5u. enzyme | none | 10 | grenadine | | Wine | 10u. grapejuice | 5u. enzyme | none | 10 | wine | | Melon Liquor | 10u. watermelonjuice | 5u. enzyme | none | 5 | melonliquor | | Vodka | 10u. potato | 5u. enzyme | none | 5 | vodka | | Coca Wine | 10u. wine 1u. cocaine | 5u. enzyme | none | 10 | cocawine | | Sake | 10u. rice | 5u. enzyme | none | 5 | sake | | Gin and Tonic | 2u. gin 1u. tonic | none | none | 3 | gintonic | | Classic Martini | 2u. gin 1u. vermouth | none | none | 3 | martini | | Vodka Martini | 2u. vodka 1u. vermouth | none | none | 3 | vodkamartini | | White Russian | 2u. blackrussian 1u. cream | none | none | 3 | whiterussian | | Screwdriver | 2u. vodka 1u. orangejuice | none | none | 3 | screwdrivercocktail | | Bloody Mary | 2u. vodka 3u. tomatojuice 1u. limejuice | none | none | 6 | bloodymary | | Tequilla Sunrise | 2u. tequilla 1u. orangejuice | none | none | 3 | tequillasunrise | | Irish Cream | 2u. whiskey 1u. cream | none | none | 3 | irishcream | | The Manly Dorf | 1u. beer 2u. ale | none | none | 3 | manlydorf | | Irish Coffee | 1u. irishcream 1u. coffee | none | none | 2 | irishcoffee | | Margarita | 2u. tequilla 1u. limejuice | none | none | 3 | margarita | | Red Mead | 1u. blood 1u. mead | none | none | 2 | red_mead | | Garum | 1u. sodiumchloride 2u. fish | 5u. enzyme | none | 2 | garum | | mead | 2u. honey 2u. water | 5u. enzyme | none | 2 | mead | | Iced Beer | 5u. beer 1u. ice | none | none | 6 | iced_beer | | Cafe Latte | 1u. coffee 1u. milk | none | none | 2 | cafe_latte | | Andalusia | 1u. rum 1u. whiskey 1u. lemonjuice | none | none | 3 | andalusia | | Snow White | 1u. beer 1u. lemon_lime | none | none | 2 | snowwhite | | Syndicate Bomb | 1u. beer 1u. whiskeycola | none | none | 2 | syndicatebomb | | Driest Martini | 1u. nothing 1u. gin | none | none | 2 | driestmartini | | Lemonade | 1u. lemonjuice 1u. sugar 1u. water | none | none | 3 | lemonade | | Kira Special | 1u. orangejuice 1u. limejuice 1u. sodawater | none | none | 3 | kiraspecial | | Milkshake | 1u. cream 2u. ice 2u. milk | none | none | 5 | milkshake | | Luminol | 2u. hydrogen 2u. carbon 2u. ammonia | none | none | 6 | luminol | | rum | 3u. sugar 1u. water | 5u. enzyme | none | 1 | rum | | gin | 3u. sugar 1u. juniper_juice | 5u. enzyme | none | 1 | gin | | beer | 2u. barleyflour 2u. water 1u. hops | 5u. enzyme | none | 2 | beer | | mezcal | 5u. agave 2u. water | 5u. enzyme | none | 2 | mezcal | | wheat beer | 2u. flour 2u. water | 5u. enzyme | none | 2 | wheatbeer | | ale | 2u. barleyflour 2u. water | 5u. enzyme | none | 2 | ale | | Lard Soap | 20u. lard 2u. lye | none | none | 1 | lard_soap |

Guide_to_Communications

Guide to Communications

Towers

Type of Tower

Image

Description

Utility pole

Will only work with 2 tiles inbetween each pole. Cannot be diagonal. Be extremely careful building as it cannnot be deconstructed and only destroyed with a catapult or canon/explosives. Building a good telegraph line:

Click to expand!
  • First setup the telegraph in the desired location. Typically the corner of a building.
  • Build the utiliy pole adjacent to the telegraph on the otherside of the wall.
  • Use spare materials to map out your utility pole line.
  • Create the telegraph at the other end.
  • Build your new building around it.
  • Construct the telegraph lines and make sure to place a telegraph printer next to each of the telegraphs. (Make sure to load paper into it.)

Cell Tower

Must be within 30 tiles of another tower to work. Requires power.

Devices

Guide_to_Construction

Guide to Construction

It is truly a marvel, that from this dusty dirt under our feet, these heaps of rugged stones and those chaotically growing trees could spring such smooth, even walls in all their rectangular glory. A natural landscape is a wild beast that needs to be reined in, and reined in it will be!


Construction requires basic knowledge in other areas, such as resource acquirement, which are covered in the Guide to Crafting.

There are a few key elements in the area of construction that you could combine and rearrange as you see fit to raise buildings, lay roads and develop infrastructure as a whole that is both functional and pleasing to the eye. These elements are walls, floors, doors, windows, roofs and barricades along with fences. There are also somewhat distinct categories of fortifications and lighting.

To look for specific items, use the “Find in page” command - Ctrl-F.

Construction orientation

Mind that the orientation of some constructions depends on the direction your character is facing! For example, some walls are built vertically if you are facing North or South, or horizontally, if you are facing East or West. Some wall types also have separate corner elements for better appearance. All of this is marked in the description of a specific construction. N, S, W, E mean you need to be facing either North, South, West and East to build a wall the same as the image; All means the construction will look the same regardless of the direction.

Some wall tiles change their appearance depending on the neighbouring walls of the same type, so they connect seamlessly to each other. These walls are marked as Adaptive.

Construction materials

A few more details about particular materials.

Clay

Clay is obtained from dirt:

Bricks

Most bricks and blocks are made with Clay, except for stone bricks:

Hover the mouse cursor over the icon to see the material cost.

Clay blocks
Clay bricks
Cement bricks
Stone bricks

Walls

Deconstruction

Any kind of wood walls could be set on fire by hitting them with a torch. A wall will burn down in a few minutes, destroying the roof tiles supported by the wall as well (more in the Roofs section). Remove the grass and the wood floor around the wall if you are going to burn it! Otherwise the fire will very likely spread from the burning wall.

Another way is simple brute force - hit a wall with melee weapons, and it will go down sooner or later. Stone walls, the strongest ones, take around 100 hits to bring down, or fewer if your strength is high and you apply a weapon with high damage.

Straw

Made with 4 wood logs. Very primitive, but it still provides shelter, if a flimsy one.

All

Log

Made with 6 wood logs. A sturdy wall, if slightly crude. Corner is the same for all directions.

N, S W, E Corner

Wood

Made with 10 wood planks attached to a wall frame. Being out of planks, this wall is more refined than the log one.

Adaptive

Wall frame

Made with 1 wooden plank. Used as a base to build various walls, windows, doors and doorways, such as medieval and shoji. More details below.

All

Bamboo wall frame

Made with 1 bamboo. Used as a base to build various walls, windows, doors and doorways, such as bamboo and oriental. More details below.

All

Medieval

Made with 6 clay. A timber frame wall that comes in several designs. To build, construct a wall frame first, then click it with clay and choose a design.

Adaptive

Shoji

Made with 1 paper sheet. A light paper wall, hailing from Japan. Divider is meant for the interior of a building (this is important.) To build, construct a wall frame first, then click it with a paper sheet.

Wall Divider
All

Bamboo

Made with bamboo: wall - 3 bundles, doorway - 2. Fits in nicely with the jungle surroundings. To build, construct a bamboo wall frame first, then click it with bamboo bundles.

Wall Doorway
All

Oriental

Made with 6 wood logs. To build, construct a bamboo wall frame first, then click it with wood logs and choose a design.

Regular Braced Two panelled Two panelled braced Three panelled Three panelled braced Doorway
All

Aztec

Made with 8 wood logs. Useful for creating your very own altepetl.

Adaptive

Mayan

Made with 6 stones.

Adaptive

Egyptian

Made with 6 sandstones. For the archway, directions N and W are also available (icons will be mirrored accordingly.)

Adaptive S   E

Nordic

Made with 8 wood logs. For all your Långhus and mead hall needs.

Adaptive

Roman

Made with 8 stones. Opus caementicium usque in sempiternum.

Adaptive

Dirt block

A slightly dull, yet fairly useful material. Take a pile of dirt in your hand and click it, or press Ctrl-Z or Z in the hotkeys mode. This will start building a wall where you stand. Add 3 more piles to finish.

All

Snow block

Perfect for igloos. Take a pile of snow in your hand and click it, or press Ctrl-Z or Z in the hotkeys mode. This will start building a wall where you stand. Add 3 more piles to finish.

All

Clay block

One step above the dirt blocks. Take 1 batch of clay blocks in your hand and click it, or press Ctrl-Z or Z in the hotkeys mode. Select clay blocks. This will start building a wall where you stand. Add 2 more batches to finish.

Wall Doorway
All

Red earth

Made by applying 1 portion of generic stucco (made with 1.5 pieces of clay) to a clay block wall. Click the wall with the stucco, then select the design.

The doorway is made by applying generic stucco to a clay block doorway.

Regular Pillared Smooth Doorway

Sumerian

Stylish architecture, dating thousands of years BC. Take 1 batch of clay blocks in your hand and click it, or press Ctrl-Z or Z in the hotkeys mode. Select Sumerian clay. This will start building a wall where you stand. Add 2 more batches to finish. When finishing, you will be prompted to choose a wall type, normal or corner, or to make it a doorway. Corner could be chosen for 4 directions, NW, NE, SW, SE. The image below is NW.

Wall Doorway Corner
All

Sandstone

Made with 8 sandstones.

Smooth
All

Sandstone block

Made with 8 sandstones. For the archway, directions N and W are also available (icons will be mirrored accordingly.)

Adaptive S   E

Red sandstone block

Made with 8 sandstones. For the archway, directions N and W are also available (icons will be mirrored accordingly.)

Adaptive S   E

Sandstone fortress

Made with 8 sandstones and 8 stones.

Adaptive

Stone

Made with 8 stones. Use a chisel with a hammer to carve it into different designs.

Regular Brick Cobbled Tiled
All

Stone block

Made with 8 stones. For the archway, directions N and W are also available (icons will be mirrored accordingly.)

Adaptive S   E

Grecian

Made by applying 1 portion of Greek stucco (made with 1.5 pieces of clay) to a stone block wall. Click the wall with the stucco, then select the design. Each design has a "bordered" option, which has a noticeable outline. The pattern designs are also available in horizontal orientation.

The archway is made by applying Greek stucco to a stone block archway.

Smooth Cobbled Pattern Cob. pattern Archway
Bordered
All

Roman villa

Made by applying 1 portion of Roman stucco (made with 1.5 pieces of clay) to a stone block wall. Click the wall with the stucco, then select the design.

Regular Pillared Relief Hoplite rel. Aquila rel. Gladiator rel.

Stone brick

Made with 6 stone bricks, which are made from regular stone. For the archway, directions N and W are also available (icons will be mirrored accordingly.)

Adaptive S   E

Fortress

Made with 8 stones. One of the strongest walls. For the archway, directions N and W are also available (icons will be mirrored accordingly.)

Adaptive S   E

Marble

Made with 8 marble.

Regular
All

Marble block

Made with 8 marble. For the archway, directions N and W are also available (icons will be mirrored accordingly.)

Adaptive S   E

Grecian marble

Made with 6 marble. For the archway, directions N and W are also available (icons will be mirrored accordingly.)

Adaptive S   E

Clay brick

An advanced construction material. Take 1 batch of clay bricks in your hand and click it, or press Ctrl-Z or Z in the hotkeys mode. This will start building a wall where you stand. Add 1 more batch to finish.

Adaptive

Cement

A modern, no-frills, but very strong construction material. Take 1 batch of cement bricks in your hand and click it, or press Ctrl-Z or Z in the hotkeys mode. This will start building a wall where you stand. Add 1 more batch to finish.

Adaptive

Roofs

Roofs provide shelter from bad weather, e.g. rains, blizzards and sandstorms, as well as a nice cool shade.

Roofs are supported by walls, wooden roof supports and stone pillars and columns. Wooden mine supports do not hold the buildable roof!

Roof support Nordic roof support Stone pillar Concrete pillar Ionic column
Solomonic column Thick Solomonic column Aztec column

The image below shows the roof area supported by either a roof support (pillars and columns support the same area) or a wall (all walls support the same area.)

There is a variety of roofs to build from different materials (see below - hover the mouse cursor over a roof builder's icon to see the cost and the material). Roof icons are adaptive, similarly to some of the walls, so they change their appearance, depending on the roof in neighbouring tiles.

To construct a roof, take a respective roof builder and either click it in your hand, or press Ctrl-Z or Z in the hotkeys mode. A roof tile will be constructed in the tile in front of you, the one you are facing, if there is a suitable support nearby.

To deconstruct a roof, click it with the hammer. Either stand outside the roof, so you can see it, or hold Alt and click the tile with the roof. An additional "Turf" tab will appear in the upper right corner - click the roof there with the hammer in the active hand.

If roof supports are removed with the roof still present, the roof will collapse! Collapsing roof may severely injure and even kill those in the roofed area, or even standing next to it.

1 bundle of palm leaves Palm leaves roof builder Palm leaves roof
1 bundle of leaves Thatch roof builder Thatch roof
1 wood Roof builder Wood roof
0.5 clay Clay roofing Clay roof
0.5 clay Black clay roofing Kerawa roof
1 sandstone Sandstone roof builder Sandstone roof
1 stone Mayan roof builder Mayan roof
0.75 clay Concrete roof builder Concrete roof

Floors

No more sloshing or plodding through the mud and snow! Walk the civilized way, swiftly and with resonant "top-top" footfalls! Not only that - floors on the surface prevent digging upwards from the underground. Floors can be removed with the hammer.

Floor cover Made with 2 wood logs. The simplest type of floor, consisting of a few planks fastened together. Could be placed over a trench to make a bridge, or over a hole in the floor or ground to cover it (the latter concerns a couple of the TDM maps.)

The floors below are essentially identical, save for the appearance, with a special note being that the wood floor could be set on fire. Hover the mouse cursor over an image to see the cost and the material.

Bamboo floors

Tatami horizontal Tatami vertical Tatami dark horizontal Tatami dark vertical

Wood floors

Wood Fancy wood Thatch Thatch split

Stone floors

Cobblestone Stone brick Roman road Slate
Road

Marble floors

Raw marble and marble tiles (except for ornate and grid tiles) floors each have a few versions that have a slightly different look, which are randomly selected upon construction.

Raw marble Raw black marble Raw pink marble Marble
Marble tiles Black marble tiles Pink marble tiles Ornate marble tile
Ornate black marble tile Decorative marble tile Decorative black marble tile Decorative pink marble tile
Marble grid tile Marble checkerboard Reverse marble checkerboard Pink marble checkerboard
Reverse pink marble checkerboard

Sandstone floors

Sandstone Brick Slab Red slab
Tile Decorative tile Red decorative tile

Clay floors

Concrete

Steel floors

Steel   Steel white

Stairs

At the moment, craftable stairs are purely cosmetic and cannot be used to travel between different Z levels. Nevertheless, they still could be used to create an impression of height difference.

Stone Sandstone Wood

Stairs on the images are built while facing S; directions N, W, E are also available. Hover the mouse cursor over the images to see the cost and the material.

Doors

Hover the mouse cursor over the images to see the cost, the material and the direction (how it looks when built while facing either N, S, W or E. "All" means a door always looks the same.)

Only the doors marked as "locked" in the crafting menu could be locked with a key (the iron and jail doors currently) - more details below.

Primitive fence door Picket wood fence door Rustic door Wood door
Privacy door House door Nordic door Aztec door
Shoji door Roman door Iron door Double doors
Wood jail door Steel jail door
Key and keychain Key and keychain are made with iron ingots. Keys are used to lock certain doors, wooden cabinets, crates, lockers and large barrels - click them with the key.
  • To construct a lockable door, first make a key.
  • Enter the combination for the key, which is, basically, a password.
  • Hold the key in the non-active hand, then build a locked door with the iron in the active hand.
  • Now the door is tied to the key and could be opened and closed with it.
  • You can make more than one key for a door - just make another key with the same combination.

Windows

A window frame is built first. To add glass, click the window frame with 3 glass sheets.

Hover the mouse cursor over the images below to see the material cost and additional details.

Wood Medieval Shoji Bamboo Oriental Stone Full stone Villa
Full villa Full red earth Sumerian Sandstone Full sandstone Brick Full brick

Fences, barricades and barriers

Fences

The appearance of the primitive wood and picket wood fences is slightly random and may differ from the icons below.

W,E N S W,E N S W E N S
Primitive wood Picket wood Wood palisade
W E N,S W,E N,S
Iron fence Chainlink fence
All All
Wood jail bars Steel jail bars

Barricades

Dirt and snow - take a pile of respective material in your hand and click one of the tiles next to the tile you are standing on. This will start building a barricade at the adjacent tile. Add 3 more piles to finish it.

Rock - crafted with 3 stone.

Sandbag - make sandbags with Cloth, then build the barricade like a dirt/snow one.

All barricades could be dismantled by clicking them with an empty hand.

Barricades provide some protection from ranged attacks when you stand right next to and behind them.

W E N S W E N S W E N S
Dirt Snow Rock
W E N S
Sandbag

Barriers

Barbwire - make barbwire rolls with iron ingots, then build the barrier with the rolls themselves. Could be cut with the wirecutters.

Jersey barrier - made with 3 stone.

W E N S W E N S
Barbwire Jersey barrier

Fortifications

Lighting

It is not a proper Civilization until you can see city lights from space!

Electric lights need to be connected to an engine to work. While connecting an electric light to a cable, do not stand on the same tile where the light is. Stand on a neighbouring tile where there is cable on the floor and click the light with the cable coil. This will connect the light to the cable on the floor.

Remember to restart the engine to power newly connected lights to the existing power network.

Street lamp Made with 3 steel. No more bumping into your fellow neighbours in the dark street. Can be unsecured with the wrench.
Light bulb Made with 2 glass. Choose small lightbulb frame in the crafting menu to build a fixture along with a bulb. It is built in front of the character, so if you want a lighbulb on a wall, for example, face it beforehand. Can be unsecured with the wrench and deconstructed with a hammer. The lightbulb option on the crafting menu makes only the bulb itself.
Light tube Made with 3 glass. Choose light tube frame in the crafting menu to build a fixture along with a tube. It is built in front of the character, so if you want a light tube on a wall, for example, face it beforehand. Can be unsecured with the wrench and deconstructed with a hammer. The light tube option on the crafting menu makes only the tube itself.

Guide_to_Cooking

Guide to Cooking

Why cook?

Cooking is useful for making meat and water safe to consume, as well as increasing the nutrition value of every other non-meat food, like vegetables and wheat-derived products.

Furthermore, more complex recipes are also even more nutritious and improve mood. Besides, this also presents interesting RP options, such as being vegetarian, perhaps pork-free, et cetera, some of which could be enforced with selectable traits.

What to eat?

Kitchen implements

See the Full Crafting List for more details about crafting the implements from the list.

Knife Made with either 4 bone pieces or 1 unit of manifold materials: stone, copper, bronze, iron, steel, tin, even gold, silver and diamonds. A versatile tool that is used to cut various foods. Also has other, non-culinary uses described in the Guide to Crafting.
Hammer Made with 5 wood logs or 3 iron ingots (clawhammer, the bottom one, a modern and quicker variant of the hammer). Beat the crap out of food to rid it of any contaminants (at least sizeable ones)! Required in some culinary processes. Same as knife, has use in other areas - Guide to Crafting.
Mill Made with 4 wood. Used to produce flour and cereals.
Rolling pin Made with 1 wood log (!). An essential element of marriage RP.
Fermentation jar Made with 3 glass. Used to obtain yeast, which is essential to the alcoholic drinks production.
Cutting board Made with 5 wood. Used to form meat and mince it before the invention of the meat grinder. Place meat steaks, dried meat cutlets, and fish, then mince them with a knife. Place mince on the board and use knife again to make meatballs, which you can then press into patties.
Meat grinder Made with 8 iron. Used to mince fish and various meats. More efficient than the cutting board. The minceable items: steaks, cutlets, fish, ham leg, chicken (carcass, thigh, wing, breast).
Pot Clay pot is made with 2 clay (also needs firing in a campfire or an oven), tin pot - 3 tin, small copper pot - 3 copper, large - 5. Used to boil water to make it safe to drink (water from wells does not require boiling, unless the surrounding area is unclean.
Cooking pot Made with 8 iron. Used to cook stew and boil food in general. One of the benefits of this fascinating cooking pot is the fact that its contents will never go stale or decompose, allowing you to store food indefinitely!
To boil meat, pasta, vegetables etc. without stewing them, fill the pot with water, add a single item, wait for the message that says "X finishes boiling", then click the pot to remove what you have added.
Dehydrator Made with 5 wood. Used to dry various items, including meat cutlets and fish fillets (slice meat and fish with the knife).
Salting container Made with 6 wood. Used to cure meat and fish with salt.
Drying rack Made with 8 iron. Used to hang certain salted foods to dry (ham, cod, salami etc.)
Canner Made with 7 iron. Used to can food in tin cans.

Food storage

~~Store in a cool, dry place, away from direct sunlight.~~

Most foods will spoil and decay (read, vanish from existence) if left in the open. Some preserved, as well as canned food are an exception and will last as long the world does (until the end of the round). Scattered food may also attract pests, such as mice.

Finding a formerly bursting-at-the-seams pantry devoid of its delicious contents may very well reduce a hungry soul to tears. Fortunately, there are ways to extend the shelf life of your food stock, which boil down to storing food inside any crate or a fridge.

Check here for the decay times for different unstored foods.

Meat and fish products also rot! It takes half the time of full decay! Meaning, it takes a meat slab 15 minutes to decay, but it will become rotten after 7.5 minutes.

To be precise, from 14 minutes 45 seconds to 15 minutes 15 seconds for meat to decay and from 7 minutes 52 seconds to 8 minutes 8 seconds for rotting.
Learn more about how decay works and about food items at Food Decay Times.


Decay time of products stored in any containers is doubled.

Decay time for the food stored in a fridge is eight time longer!. A fridge must be connected to a power source to work! If fridge not connected, it will still better than a regular container: decay time is tripled.

Campfire, Oven and Wood Stove

Campfires and ovens can be used to roast food and prepare advanced recipes, as well as to boil water for safe consumption and burn down any uncookable item into a burned mess (disappears after a while).

You can roast plenty of things: vegetables, meat, fish etc.

A more detailed section on campfires and ovens could be found here.

Ingredients

All great dishes require ingredients! Here you will find the ingredients needed to make your fantastic dishes, uma delicia!

Numbers in the steps description mean there is more than one way to make something ("1" is one way, "2" - another, etc.)

Ingredient Steps
Yeast Put either wheat or flour in a fermentation jar and wait for the message about fermentation.
Salt Boil saltwater.
Flour Grind wheat, oat or barley with the mill to get respective kind of flour. Each sack contains 10 units of flour.
Rice Grind rice stalks with the mill.
Dough - Hold a flour sack in the active hand and a container with water in the off-hand.
- Click the flour sack. A piece of dough takes 5 u of water and 5 u of flour.
Flat dough Flatten dough with the rolling pin.
Dough slice Slice flat dough with a knife.
Spaghetti Cut dough with a knife.
Noodles Cut spaghetti with a knife.
Egg Get a chicken or a turkey to lay an egg.
Cheese Collect milk in a container and add one piece of yeast.
Raw potato sticks Cut a potato with a knife.
Fat oil Made from animal fat.
Meat cutlet Cut a meat slab with a knife.
Fish fillet Cut a fish with a knife.
Minced meat 1. Put meat steaks and fish on the cutting board and mince with a knife.
2. Grind meat and fish with the meat grinder.
Minced dried meat Put dried meat cutlets on the cutting board and mince with a knife.
Meatball 1. Add flour to a slab of meat.
2. Form mince on the cutting board with a knife.
Meat patty Put a meatball on the cutting board and press it into a patty with a knife.
Ham leg Butcher a pig.
Stomach Butcher either a cow, a sheep, a goat or a pig. Cow stomach provides more of tripe and sausage casings (the latter starting from the 313 BC epoch).
Sausage casing Cut a stomach with a knife. Filling casings with minced meat makes sausages.
Tripe Cut a stomach with a knife. Tripe is edible raw, but hardly a delicacy.
Chicken carcass Butcher a chicken. Do not roast it whole, it will not work. Cut it into separate parts (below) with a knife.
Chicken breast Cut a chicken carcass with a knife.
Chicken wing Cut a chicken carcass with a knife.
Chicken drumstick Cut a chicken carcass with a knife.

Recipes

There are many different recipes to be made that can perfect your culinary art!

Food

Basic

Dish Recipe
Flatbread Roast flat dough.
Bread Roast a ball of dough.
Bread slice Cut bread with a knife (who would have thought?)
Fries Roast raw potato sticks.
Dried meat cutlets Simply take your raw meat cutlets and click on a dehydrator to dry them. In a short time they will come off as dry cutlets.
Pemmican Hold minced dried meat in the active hand and any vessel with at least 5u of fat oil in the off-hand, then click the minced dried meat.
Dried fish Same as above, only hanging fish fillets.
Boiled lobster Boil a lobster in a cooking pot.
Boiled rice Boil rice in a cooking pot.
Ramen Boil noodles in a cooking pot.
Spaghetti and meatballs Boil spaghetti in a cooking pot and add a meatball.
Stew Pour 100 units of water into a cooking pot and add any ingredients (meat, vegetables etc. - except salty ingredients) to the pot to make stew. The more ingredients, the better! Let it simmer for a while, and soon it will turn into hearty stew. Click the cooking pot with bowls to fill them. Filled wooden bowls will go bad (disappear) if not eaten.
The advantage of stew is that you get rid of thirst and hunger at the same time, as long as you do not cook it with salty water or dried meat, as those contain salt and will dehydrate you.
Salted cod Put up to 3 codfish in a salting container, add 3 piles of salt and wait 6 minutes.

Complex

Jamon

Delicious Iberian ham.

Steps
Take a ham leg and beat it with a hammer to remove the excess blood. Put up to 3 legs in a salting container.
Fill the container with 3 piles of salt. Salting takes 6 minutes.
Hang the salted ham on a drying rack, up to 3 legs on a rack. Drying takes 20 minutes.
When drying is over, slice dried ham with a knife, 5 slices per leg.
Enjoy! Pair with some good red wine and Iberian cheeses.
Salami
Steps
Fill 1 sausage casing with 1 minced meat to make a sausage. Put up to 5 sausages in a salting container.
Fill the container with 3 piles of salt. Salting takes 6 minutes.
Hang the salted sausages on a drying rack, up to 5 sausages on a rack. Drying takes 2.5 minutes.
When drying is over, slice salami with a knife, 4 slices per sausage.
Enjoy!

Beverages

Tea

Milk

Olive Oil

Grape Juice

Wine

Palm wine

Beer

Canning

Canning is a good way to preserve food for later consumption.

Guide_to_Crafting

Guide to Crafting

"Engineering is the art of directing the great sources of power in nature for the use and convenience of man."
Thomas Tredgold

Have you ever thought of dedicating your life to something meaningful? Well, you have found the guide to it! Once you familiarize yourself with these notes on crafting, you will have learned enough to become a true artisan, a person who is instrumental in lifting your Civilization from the primitive ways of loincloths, caves and wooden clubs to the dizzying complexities of electrified cities, wireless communications and automatic firearms.


Here you will find the basics of how crafting works, along with the information on resource acquirement, tools, various workbenches, machinery and vehicles.

Be sure to consult the following pages:

Quick links:

Basics

This will bring up the crafting menu for a given material - a list of recipes for the items that can be made with this material at the present moment. Many recipes require a certain research level, otherwise they will not be available! Check the Full Crafting List for an item's research requirements. If you belong to a faction, you can see the current research levels on the Character tab. If you are not a part of a faction, checking the current epoch on the Status tab will give you a general idea about the available recipes.

Some recipes also become obsolete over time and, consequently, are removed from the list in the later epochs.

While most items are made with just one material, some recipes require having a second material or a specific item in your non-active hand (for example, crafting a bone shovel needs bones and a wooden handle). In this case you will get a message if you are missing the required component.

Skill

Crafting anything increases your crafting skill which is displayed on the Character tab. Some recipes and workbenches require a certain level of the crafting skill, the former to craft an item and the latter to use them. For example, building a well or a wall requires the skill at the 1.1 mark, while using an anvil requires 1.7.

See this table for more info on skill requirements.

Crafting differences between gamemodes

Different gamemodes may limit crafting options in some ways. For instance, in the Tribes mode, the research level for each race is locked, and the list of available recipes does not change, thus only Humans and Orcs can make and use the anvil.

Certain crafting options may also be restricted to certain professions. For example, in the RP maps like Colony and Pioneers, only the Blacksmith can use the anvil.

Tools

Stick The humble beginnings of a future industrial superpower... First, harvest a branch by clicking a tree on Harm intent. Next, click the branch on Grab intent to remove the leaves, then click it again on Harm intent to clear the twigs. Voila! The first leap on the path of Progress has been made! Now the stick could be sharpened with a sharpened flint or a knife - click the stick with it. A sharpened stick could be used to catch fish (click fish tiles) or ants (click anthills); it could also be used to make a flint axe (see below.)
Flint Could be found among rock piles on the ground - click rocks with an empty hand on Grab intent to look for flint. Next, click rocks with flint to sharpen it.
Flint hatchet Made by attaching a sharpened flint to a sharpened stick. A forefather of more advanced hatchets.
Knife Made with either 4 bone pieces or 1 unit of manifold materials: stone, copper, bronze, iron, steel, tin, even gold, silver and diamonds. Metal knives are made via casting in the knife mold. Used to cut trees, skin animals and stab enemies in a desperate situation. Used to cut wires and cut down curtains as well. The bone knife (the top one) is also a surgical tool in the earliest epochs, but for that refer to Surgery. And check the Guide to Cooking for more culinary uses of the knife.
Hatchet Made with either 2 bone pieces, 2 stones or a cast axehead (copper, bronze, iron or steel), plus a wooden handle. Mainly used to cut down trees for wood or to remove bushes and even rocks on the ground, but sometimes applied against hostile wildlife or malevolent people. Can be used to break fences or walls as well.
Hammer Made with 5 wood logs. Used to deconstruct floors, fences, beds, chairs, tables, braziers, wooden roof supports and many other things - click something with a hammer to see whether it could be deconstructed. Also used to fix and unfix custom signs, paintings and mirrors in place. A clawhammer (the bottom one) is made with 3 iron ingots and functions as a modern and quicker variant of the hammer. Also, do not be surprised if you see your local chef brandishing one.
Shovel Made with either 2 bone pieces or a cast shovel head, plus a wooden handle. Used to dig up dirt, sand and snow, as well as for digging underground entrances (tunnels), irrigation channels, pit latrines and graves. For the last four, hold a shovel in the active hand and click it, or press Ctrl-Z or Z in the hotkeys mode, then choose a respective option. An underground entrance (more like exit, in this case) could also be dug upwards if done underground, unless there is some kind of obstacle on the surface, e.g. a floor cover.
Chisel Made with either 8 stones or 8 iron ingots. Needs a hammer in the non-active hand to use. Used to give a certain design to a stone wall or an underground rock wall (take notice, that you could still mine through the latter despite it looking like a stone wall). To use, click a stone wall with a chisel.
Wrench Made with 5 iron ingots. Used to secure and unsecure movable objects, such as tables, glazed windows, braziers, ovens, furnaces, pianos, catapults and others.
Pickaxe Made with either 2 bone pieces, 2 stones or a cast pickaxe head, plus a wooden handle. Used to mine underground rock walls. The iron pickaxe works quicker.
Jackhammer Made with 24 steel sheets. Used for the same purpose as pickaxes. The fastest mining tool.
Ore collector Made with 5 leather sheets. Used to pick up ore from the ground in a more efficient manner. Have the ore collector in your active hand, stand over the ore on the ground, then click the collector, or press Ctrl-Z or Z in the hotkeys mode. The ore will be put in the collector whose ingenious design allows to exceed the normal stacking limit (50 units per one stack) for its contents.
Engine maker Made with 5 iron ingots. Used to construct engines, except for the steam engine. Have the engine maker in your active hand and a stack of steel sheets in the other hand, then click the engine maker, or press Ctrl-Z or Z in the hotkeys mode. Choose the engine to construct.

Resources

As you look upon the sunny fields, bordered by a lush green forest, or upon the scorched desert dunes and steep snow-capped mountains, a warm feeling comes over you - you cannot help but wonder at the abundance of so many resources ripe for the taking, processing and exploiting. Ah, sweet industry!

If there are any recipes associated with a given material, the material name has a link - click it to see the recipes list in the Full Crafting List. If there is no such link, it means the material does not have a crafting menu of its own, but it is still used as a component in some other area of crafting.

Wood

There are two main ways to obtain Wood for crafting:

Wood log A visual representation of a wood log placed herein to avoid any ambiguities. This is a guide, after all.
Wood is also used to produce lye. Put a stack of wood on the ground (make sure there is no grass on it, or it will start a fire). Click the wood with a lit torch or a flashlight on Harm intent. Scoop the ash (1 ash per 1 wood) with a vessel like a barrel, a bucket, or a cooking pot. Put the ash into a cooking pot and cook it on an oven or a campfire (like boiling water). Every 5u of ash will produce 1u of lye.
Wood Plank A visual representation of a wooden plank.
Planks are used for the majority of more complex wooden items and can be made from a primitive sawmill or made in bulk from more advanced sawmills.
Leaves This is what you get when removing leaves from a branch. Used to make thatch roofing - click the leaves in your active hand, or press Ctrl-Z, or Z in the hotkeys mode. Can be used as fuel for campfires, ovens etc. Edible if you happen to be a gorilla.
Palm leaves Obtained by felling palms. Used to make palm leaves roof. Edible for gorillas as well.

Animals

Almost every living being out there could contribute to the cause of Progress. Let's examine this more closely, leaving all the edible bits to the Guide to Cooking.

Furs and Pelts Obtained from various animals (check the Full Crafting List) by skinning the carcass with a knife on Grab intent. Pelts could be made into coats, gloves, footwear and headgear. Fur clothing comes in handy in the colder climates and seasons. Pelts could also be turned into leather on the tanning rack - cut the hair off of the hide with a knife, then place the hide on the rack and wait until it's ready. One extra leather sheet is obtained this way, compared to skinning the carcass directly for leather as described below.
Wool and Woolcloth Obtained by shearing sheep with shears (made from either bronze or iron). Used for many varieties of clothing, mainly as a cloth substitute for the biomes that lack cotton. Use the loom to turn wool piles into Woolcloth.
Leather Used for clothing, military equipment, various bags etc. Obtained from many animals by skinning on Harm intent. Larger animals provide more leather.
Bone Obtained by skinning the animal carcass regardless of the intent. A material for primitive tools and weapons.
Animal fat Obtained by butchering the carcass of certain animals on Harm intent. Fat is dropped by pigs, cows, bison, buffaloes, camels, wolves, bears and mammoths: the larger the animal, the more fat. Animal fat is used to produce lard, which, in turn, is used to produce fat oil.
To make lard, take animal fat and click any vessel like barrels, buckets or cooking pots with it. 1 animal fat = 10u of lard.
To make fat oil, put lard into a cooking pot (a copper one, for instance) and cook it on a campfire or an oven (like boiling water). Every 2u of lard will produce 1u of fat oil.
Fat oil and lard are used in cooking and manufacturing. Fat oil can also be used as fuel for lanterns and the hot bulb engine.

Soil

This group includes the kinds of soil that could be used as materials. First, you need a shovel - click the ground with it to dig. You may need to remove the grass with a plough first or shovel the snow away (on permafrost tiles the dirt could never be exposed). Farming fields could also be dug. There is a limit to how many times you could dig a single tile.

When you have piles of dirt or snow, you can use them right away to build barricades and walls. Refer to the Construction section for more details.

Dirt Used to produce Clay and to construct dirt walls and barricades. To produce clay, pour water from a container onto a dirt pile, 10 units of water per pile.
Sand Used to produce Glass sheets via firing in the campfire and ovens.
Snow Not exactly a type of soil, but could be used to construct walls and barricades, similarly to dirt.

Ores

The riches that have been accumulating for eons, concealed by mass of rock. Time to hollow out the earth and put them to good use!

Smelting

Metal ores must be processed before crafting, and smelting them is covered in the Guide to Metallurgy. See that section for the detailed description of smelting and available alloys. Smelting ores produces ingots, which are a material that could be used for crafting.

Obsidian is turned into usable material sheets by cutting it with hammer and chisel - click a stack of obsidian rocks with a chisel while holding a hammer in the other hand.

Diamonds are simply... cooked until ready in the campfire and ovens (for now).

Metals
Copper Tin Iron Lead Gold Silver Mercury Platinum Uranium
Others
Stone Sandstone* Marble Mineral coal Saltpeter Sulphur Diamonds Obsidian*

Additional information

Mining


Safety first!
Mining is pretty straightforward, save for one nuance:
  • Dig an underground entrance (a tunnel) - have a shovel in the active hand and click it, or press Ctrl-Z or Z in the hotkeys mode, then choose the respective option. A tunnel could be removed by filling it with dirt piles.
  • Click the entrance to go down.
  • Build a mining support! It could be either a wooden mining support or a stone pillar, both work the same.
  • Proceed to hack away at the rock.

Now about that nuance, which has to do with how supports work. Stay within two tiles of a nearest mining support to avoid a cave-in! Look at the picture - the lantern on the ground marks the maximum safe distance at which you can stand and mine everything in your reach. Even though supports technically hold 3 tiles of the ceiling, if you stand on a tile and there are 2 tiles between you and the closest support, a cave-in is likely to happen. Back to the picture - if you so much as stood on the rightmost tile, where there is no support, it could result in a cave-in (it is not guaranteed to happen, but the probability is high.)

There are two kinds of cave-ins, a minor and a major one, and there is an element of chance as to which cave-in befalls a careless miner. A minor cave-in is more likely to happen at first - a few rocks would fall and leave you with a couple of bruises or a bleeding at worst. But the more you stay at or try to enter the dangerous spot, the higher the risk of a major cave-in, which will literally bury you under the piles of rock, trapping you and possibly breaking some bones. And you better have either wood or stone at hand to make a support, otherwise you are stuck for good. You could scream, of course - someone just might hear you...

Finally, you do not always have to go underground to mine. The rock tiles suitable for mining could also be found on the surface, sometimes covering a large area (they are still named 'underground rock', though.) Be mindful, that, if you start mining and the ground under the excavated rock walls appears darkened compared to the outside, it means the darker area is considered a cave and you need to place supports there to prevent cave-ins, just like underground.

And do not forget the ore collector!

Petroleum

There is nothing like burning some dead, millons of years old microorganisms for your own comfort or processing them for shiny plastics, so let's start drilling!

Oil spring A spot where an oil deposit reaches the surface of the earth, allowing the collection of crude oil with any containers that could hold liquids: buckets, barrels etc. Click the oil spring with a container, and you will fill it with 10 units of oil. The oil spring will refill presently. Before the advent of engines and machines, crude oil is mostly used as fuel for lamps and lanterns, or as a handy tool by scheming poisoners in royal courts. Yes, drinking oil is bad for health. Very bad.
Oil well Now we are talking! With this wonderful contraption, the scope of the oil industry could become truly fascinating. Made with 40 wood logs, the oil well will automatically fill any container you put inside it (click the oil well with the container in hand to put it in, click the oil well to remove it.) Needs to be built over an oil spring.

Additional information

Campfire and Ovens

The means to harness fire.

Fuel

To keep the flames burning, you need fuel, and for that you can use either wood, tree branches, mineral coal or charcoal.

Charcoal A byproduct of burning, it will appear at your campfires and ovens once in a while and could be used as fuel.

Pay attention when adding fuel to your fires, so as not to accidentally feed it a whole stack of 50 pieces of coal (unless that is your intent, of course)! Fuel cannot be retrieved! Shift-Click the stack to examine the quantity, then separate the stack by holding it in the non-active hand, pressing Alt and clicking it with the active empty hand.

Here is how long 1 unit of different fuel will last (minutes):

Operating manual

Campfire, iron oven and wood stove

Essentially, these three have the same functions - to fire Clay items and to cook (with an added bonus of keeping you warm in winter chill when you are within 1 tile of them). There are two main differences between a campfire, an oven and a stove. The first one is their capacity, i.e. the number of objects they can hold and process simultaneously. You can think about it as a number of 'production slots'. The second one is the time it takes to cook something in the fire - advanced ovens and stoves are much faster at it than the campfire.

Campfire Capacity: 2
Cooking time: 30 seconds
Made with 4 wood logs. The first sparkle of Civilization, the harbinger of metals and pottery, the omen of a fine cuisine, and so on, and so on.
Iron oven Capacity: 3
Cooking time: 5 seconds
Made with 8 iron ingots. A potbelly-like containment for fire.
Wood stove Capacity: 4
Cooking time: 5 seconds
Made with 8 steel sheets. A pinnacle of the fireplace technology (so far...)

Workbenches and Racks

The appliances used for manufacturing. Some of them require a certain level of the crafting skill before you are able to use them.

Loom

Loom Made with 8 wood logs. Used to weave cotton and retted fabric into Cloth and to turn shorn wool into Woolcloth.

Tanning rack

Tanning rack Made with 8 wood logs. Used to turn animal pelts into leather sheets. Skin the carcass with the knife on Grab intent, cut the hair off of the pelt, then hang it to dry on the rack. One extra leather sheet is obtained this way, compared to skinning the carcass directly for leather.

Retting trough

Retting trough Made with 8 wood logs. Used to soak fiberous plants into retted fabric. Two units of cotton or flax produce one bundle of retted fabric, which could be turned into Cloth at the loom.

Acidic bath

Acidic bath Made with 12 steel sheets. Used to soak raw kevlar into prepared kevlar, which is further formed into kevlar sheets at the loom. Raw kevlar recipe requires mixing sulphuric acid (sulphur, hydrogen, oxygen) and any form of refined fuel (not ground-oil petroleum).

Gunsmithing bench

Gunsmithing bench Skill required: 1.5 + Blueprint
Made with 13 wood logs. Used to assemble custom firearms from separate parts starting from the Early Modern age (1903) and to rechamber guns to a different caliber (click the bench with the gun).
  • Take some steel sheets and wood logs and click the bench with them.
  • If you have a weapon blueprint, click the bench with it to assemble that weapon.
  • If you don't have a blueprint, but have high enough skill (2.5), click the bench with an empty hand while holding 50 gold coins (or equivalent) in the other hand to design a new firearm along with producing a blueprint.
  • You will see the list of weapon parts and the amount of materials you have placed. You need to choose a different part at every step. The increase in the material cost, compared to the amount of materials at hand, is displayed after each step. See the tables below for more information on specific parts and their availability in different ages.
  • When you have finished choosing the parts, you can select whether you want to use a specific design for the weapon.
  • Name the firearm to finish the assembly. The blueprint will also be named the same as the weapon.
Blueprint Skill required: 2.5 + 50 gold coins (or equivalent)
A weapon blueprint is produced every time you design and assemble a firearm at the gunsmithing bench. A blueprint could be used to assemble the previously designed firearm by someone with the lower skill level.

Stock

| Type | Available | Pros | Cons | Cost | | -------------------- | --------- | ------------------------------------------------- | -------------------------------------------------- | -------------- | | Rifle wooden stock | 1903 | Cheap, stable, accurate | Heavy, slow to equip | 7 wood logs | | Carbine wooden stock | 1903 | Cheap, good stability | Somewhat heavy, less accurate than the rifle stock | 5 wood logs | | Pistol grip | 1903 | Cheap | Very low stability | 3 steel sheets | | Steel stock | 1943 | Cheap, stable, faster to equip than wooden stocks | Somewhat heavy | 5 steel sheets | | Folding stock | 1979 | Switchable between folded and extended | Less accurate than fixed stocks even if extended | 7 steel sheets |

Receiver

| Type | Available | Pros | Cons | Cost | | --------------------- | --------- | --------------------------------------------------- | ------------------------------------------------------------------------------------ | --------------- | | Bolt-action | 1903 | Very cheap and accurate | Slow reloading (needs to open and close after each shot) | 5 steel sheets | | Revolver | 1903 | Cheap | Reloading slower than semi-automatic pistols; feeding system restricted to revolving | 4 steel sheets | | Small semi-automatic | 1903 | Somewhat cheap, good for pistols | Small range, not very accurate | 6 steel sheets | | Pump-action | 1903 | Cheap, reloading faster than bolt-action | Somewhat slow reloading; feeding system restricted to tubular | 5 steel sheets | | Small open bolt | 1943 | Cheapest fully automatic option | Fully automatic only, limited accuracy | 8 steel sheets | | Large semi-automatic | 1943 | Decent accuracy | Expensive | 8 steel sheets | | Large open bolt | 1943 | High rate of fire | Very expensive, inaccurate | 11 steel sheets | | Dual selective fire | 1979 | Switchable between semi- and fully automatic | Very expensive | 13 steel sheets | | Triple selective fire | 1979 | Switchable between semi-, burst and fully automatic | Very expensive | 15 steel sheets |

Feeding system

| Type | Available | Pros | Cons | Cost | | ----------------- | --------- | --------------------------------------------------------- | -------------------------------- | --------------- | | Internal magazine | 1903 | Cheap, can be clip-fed | Low capacity (5 rounds) | 4 steel sheets | | Tubular | 1903 | Cheap, higher capacity than internal magazines (8 rounds) | Slow reloading, cannot use clips | 5 steel sheets | | Revolving | 1903 | Cheap | Very slow reloading | 3 steel sheets | | External magazine | 1943 | Fast reloading | Somewhat expensive | 8 steel sheets | | Large magazine | 1943 | Accepts high-capacity drum magazines | Expensive | 10 steel sheets | | Open (belt-fed) | 1943 | Very high capacity | Inaccurate and unstable | 6 steel sheets |

Barrel

| Type | Available | Pros | Cons | Cost | | ---------- | --------- | ----------------------------------------------------- | ------------------------------------------ | -------------- | | Pistol | 1903 | Cheap | Lowest range | 4 steel sheets | | Carbine | 1903 | Faster to equip than rifle barrels, decent accuracy | Low range | 5 steel sheets | | Rifle | 1903 | Accurate | Somewhat expensive, somewhat slow to equip | 6 steel sheets | | Long rifle | 1943 | Most accurate | Slow to equip | 7 steel sheets | | Air-cooled | 1943 | Required for machine guns to prevent frequent jamming | Expensive | 9 steel sheets |

Projectiles and Gunpowder

These serve to truly extend one's reach.

Arrows

An arrow shaft is made with 1 wood log. Could be launched from a bow, but it is very weak on its own. Make arrowheads via casting in the arrowhead mold and attach them to arrow shafts by clicking. You can set arrows on fire by clicking a lit brazier with them. A vial arrowhead (made out of glass) could be filled with a chemical reagent that will be spilled upon hitting a target.

Arrow shaft Fire arrow
Stone Sandstone Copper Bronze Iron Steel Vial

Gunpowder

Gunpowder is produced by mixing mineral coal (carbon, actually), sulphur and saltpeter, 1 unit of each, in a barrel. This produces 9 units of gunpowder. There are alternative ways to acquire ingredients, but for that see the Guide to Chemistry.

Iron projectiles

Musket ball

Blunderbuss ball

Small musket ball

Musket cartridge

Blunderbuss cartridge

Pistol cartridge


Pistol casing Rifle casing Shell casing Field cannon casing
Iron bullet

Machinery

The steel embodiment of Progress.

Engines

The mechanisms that extract and convert the energy contained in various fuels.

Engines could be used dually - as a vehicle engine or as an electric generator. Every type of engine has several key parameters that remain constant, but, for practical purposes, only one key parameter could be taken into account:

The power affects how many pieces of machinery could be powered by an engine if used as a generator, or, if used as a vehicle engine, the maximum weight it could carry.

Engine as a generator

To supply various devices with electricity, the engine has to be connected to them with wires (cables). See the Wiring section for more details.

As a rule of thumb, an engine the size of 1000 cc should be adequate for an average settlement.

Construction

To construct any engine, save for the steam engine (which also does not need a fuel tank), you will need the engine maker (made with 5 iron ingots).

Iron furnace/Steam engine Power: 45 Fuel (iron furnace): wood, branches, coal, charcoal, flammable cloth and wooden items Available at 95 Industrial research. Made with 15 steel sheets (engine), plus 15 iron ingots (furnace). This engine requires an external combustion source, and that is the function of the iron furnace. Build both the furnace and the engine, and place them next to each other, in neighbouring tiles. Add fuel to the furnace and click the furnace to light the fire. Now click the steam engine to start it. As long as the furnace has fire burning and remains next to the engine, the engine will keep working.
Hot bulb engine Power: 66 Fuel: oil, gasoline, diesel, biodiesel, ethanol, olive oil, fat oil
Diesel engine Power: 80 Fuel: diesel
Gasoline 4-stroke engine Power: 100 Fuel: gasoline

Refinery

There are two kinds of refinery - petroleum and biofuel.

Petroleum refinery Production rate: every 10 units of raw petroleum => 8 units of gasoline or 7 units of diesel per 1 minute Made with 22 steel sheets. Used to distill crude oil into gasoline and diesel.
Biofuel refinery Production rate: every 10 units of olive oil => 7 units of biodiesel; or every 10 units of ethanol => 10 units of refined ethanol Made with 18 steel sheets. Used to produce ethanol from alcoholic beverages (the stronger, the more efficient) and biofuel from olive oil.

Operation

Bakelizer

Bakelizer Production rate: every 5 units of raw petroleum => 1 plastic sheet per 1 minute Made with 18 steel sheets. Used to produce Plastic from raw petroleum.

Operation

Wiring

The wonderful world of wires!

Once you have a roaring power generator, it is time for electricity to spring forth and animate the silent apparatus, to spread across the world and become its galvanic soul. Here is the process of laying electrical cables.

| | | | | | ------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------ | | | | | | | 1 | 2 | 3 | 4 |

  1. Make some cables with copper, 1 ingot per every 10 meters of cable (1 m - 1 tile). Stand in one place to make the cable in a single coil, which could be up to 50 m in length.

  2. Lay the cable on the ground by clicking it in your active hand, pressing Ctrl-Z or Z in the hotkeys mode.

    • The cable is placed horizontally when you are facing West or East, and vertically, if facing North or South. Cables that cross on a single tile are automatically connected upon placement.

    • If you are placing cables over some kind of floor, the cables are automatically placed under the floor tiles and concealed from view. You can make them visible by right-clicking the floor tile and selecting the "Under/over covers" command for the cable.

    • You can cut and remove cables with the knife.

  3. Connect the machinery (you may need to secure it with the wrench first, in which case there will be a message). Stand close to it and click it with the cable - you will see a message. Do not place cables under the machinery beforehand, it will remain unconnected. Remember to place another wire at the tile you are standing on.

  4. Fire up the generator! Should a new piece of machinery be connected to the existing network, the generator must be restarted to power the new element.

Electronic circuits

Electronic circuits Electronic circuits (or electronics) are made from copper and iron (requires 2.2 of the crafting skill). Hold copper ingots in the active hand and iron ingots in the off-hand. Click copper ingots and choose "electronic circuits". Electronics are used to assemble various devices, such as phones and radios, cameras, the Geiger counter, and the TV set.

Vehicles

Motorcycles


It is 1903, eh? You got gas, a refinery, even gas pumps, but no vehicles? Well, you are in luck, now you will learn you all the inner workings of creating your very own motorcycle! Just set aside a bunch of steel and follow the steps below.

| | | | | | | ----------------------------------------- | ----------------------------------------- | ----------------------------------------- | ----------------------------------------- | ----------------------------------------- | | | | | | | | 1 | 2 | 3 | 4 | 5 |

  1. Build a motorcycle frame with 12 steel sheets ("vehicle parts" category). Choose name and colour for the bike (you may like #5C573D - "#" is not required).
  2. Next, you need to build an engine. Make an engine that is 125 cc at most. Only 125 cc or lower can be put into a bike, otherwise it will not fit. Choose from 2- and 4-stroke engines, all others are too large.
  3. Now you need to slap whatever engine you made into that sweet sweet frame of the bike. Simply click the engine icon and drag it onto the bike.
  4. All that is left then to add is a fuel tank. You can build one with steel sheets ("fuel tanks" category). You have 3 choices. 75 u bike tank is the biggest. Build bike tanks, fuel tanks will not fit. Then take the bike tank and click on the bike to install that baby.
  5. Now you have successfully made a motorcycle. What you named it? No one cares. Who you made it for? No one cares, they will likely steal it anyway. However, you are the man with the fuel (hopefully)! Hop on and ride!

Motorcycle operation

Bikes have 4 speeds. Stopped (neutral), 1st gear (moving slowly), 2nd gear (moving faster than the 1st), and 3rd gear (fastest - you crash on this speed, you are sure to break something).

Mount your bike by click-dragging your icon onto the bike. You can get off by clicking on the bike with the handle bars in hand (this also shuts off the bike. Two clicks - shut off the bike, then another on to get off).You turn on/increase speed of the bike by pressing Z. You can stop/decrease speed by pressing C. Drive safe out there!

Modular ships


Rafts and outriggers do not befit a true naval power, so when your nation has its eye on distant shores, it may be just the time to open shipyards and commission a man-of-war or two.

Shipyard considerations
While selecting a place for shipbuilding, keep in mind the following:

Shipbuilding

| | | | | | ---------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | | | | | | | 1 | 2 | 3 | 4 |

You can fix the walls and frames and the mast in place with the wrench to avoid pushing them on accident, but it is not necessary.

  1. Build a wood ship frame with wood logs. The frame on the picture is 5x3 tiles.
  2. Click ship frame tiles with wood logs to place walls and windows. Enter the desired thickness for every wall in millimeters.

    • Wall (W) - just a wooden impassable wall. Examples of walls are in the middle and at the bow of the ship on the picture.

    • Crenelated wall (CW) - a wall with a doorway that could be used to enter or leave the ship. Examples of crenelated walls are on the left and right side of the ship on the picture, two on each side, closer to the bow and the stern.

    • Window (Wi) - just a cosmetic option. On the picture, there is a single window at the bow and three at the stern.

  3. Build a ship rudder control and a ship mast (one is enough for now) with wood logs. Their location is not important. Make a small sail with 15 lengths of cloth and place it on the mast.

    • The mast is actually larger than 1 tile, so its positioning is a bit quirky. See the picture below - this is how the mast is built when facing North:

  4. Build a ship rudder axis at the top left corner of the ship. There are two axes, but for now you can always select a regular axis with 2500 carried weight. Click the axis to finish building the ship.

  • A ship frame could also be built with steel instead of wood in later ages. Ship rudder axis has to be built with wood, though.
  • Also in later ages, a motor ship could be built to break free of the tyranny of the wind. Place an engine with a fuel tank on the ship frame instead of a mast.
    • A motor ship with an engine is sensitive to the weight it carries, so the engine must produce enough power. An engine the size of 12000-15000 cc should be adequate for almost any ship.

Modular tanks


Indispensable political instruments in later ages, perfectly suited for settling disputes and establishing accord on all fronts.

Tank driving is covered in the Guide to Tanks.

Limitations

| | | | | | ------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------ | ---------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- | | | | | | | 1 | 2 | 3 | 4 | | | | | | | 5 | 6 | 7 | 8 |

Everything inside the tank, except for the tank tracks and the vehicle axis, could be placed anywhere.

You can fix the walls and frames and the tank cannon in place with the wrench to avoid pushing them on accident, but it is not necessary.

  1. Build a steel vehicle frame with steel sheets. The frame on the picture is 3x4 tiles.
  2. Click vehicle frame tiles with steel sheets to place walls and doors. Enter the desired armour thickness in millimeters.
    • Armoured Front (AF) - stronger than the regular wall.
    • Wall (W) - a steel impassable wall.
    • Door (D) - used to enter or exit the vehicle. Could be locked with a key.
  3. Place tank tracks inside the walls and on the frame itself. Face North to build tracks like those in the front, or South to build them like those in the back.

  4. Construct an engine with a fuel tank.

    • It is important to make an engine of an appropriate size that produces enough power to carry a tank and its load. A weak engine will not be able to move the weight of a tank. You can check engine's maximum power by examining the engine. For instance, the weight of the tank built here is approximately 650 without any crew or shells. You can check the current weight by examining the steel frame inside the tank ("floor") once its construction has been finished.

    • As a rule of thumb, an engine of 8000-10000 cc should be more than enough for a medium-sized tank.

  5. Place the tank cannon (enter the desired caliber) and the seats: D - driver, C - commander, L - loader, G - gunner.

  6. Build a heavy vehicle axis at the top left corner. Click the axis to select a colour palette and a name for the tank.

  7. Admire the interior of the death machine you have created (place a shell rack, the one beside the fuel tank, to keep things organized)...

  8. ... and the exterior.

Repairs

Guide_to_Farming

Guide to Farming

Being a grower of crops is an important role. You farm both food and cash crops. Growing food is vital for a nation to increase in wealth and power.

Tools

To farm, you will require some basic tools.

Knife Used for harvesting crops. Can be made out of Wood, Bone, Copper, Bronze, Iron, Steel, Silver, Gold and Diamond (metal knives are made via casting in the knife molds.
Plough A plough is made out of wood and used to plough fields for farming! Used once on the grass and once on the dirt underneath the grass. You can also plough snowy dirt and flooded plains dirt (found along the jungle rivers). In case of snowy grass, you will have to shovel the snow first. Lastly, there are places where you cannot plough: infertile soil, permafrost etc. You can also make an iron plough out of iron ingots to plough land faster.
Trench shovel A trench shovel is made out of iron ingots and a wooden handle. A trench shovel, as the name suggests, digs trenches. To dig a trench, simply click a dirt tile twice. If you dig a trench next to water tiles, the trench will get flooded, providing crops wtih water and serving as an extra barrier.
Shovel Made with either 2 bone pieces or a cast shovel head, plus a wooden handle. Used to dig irrigation channels that water crops and do not hinder your movement, unlike flooded trenches. TO dig an irrigation channel, hold a shovel in the active hand and click it, or press Ctrl-Z or Z in the hotkeys mode, then choose the respective option.
Seeds Some sort of seeds to plant and grow. You may find seeds simply lying on the ground, but you can also collect them in the wilderness by using any type of knife on bushes and small bushes.
Seed collector Made out of leather. Very useful for picking up seeds during large-scale farming. Have a seed collector in your active hand, stand over the seeds on the ground, then click the collector or press Ctrl-Z, and you will put the seeds in the bag. Just do not misplace it.

Farming

Just plough a plot of land by yourself or by attaching the plough to a cow or bull for quicker soil disruption, surround said plot of land with trenches with a trench shovel (Cant be walked over easily) or with irrigation channels with a basic shovel (can be walked over easily) filled with fresh water or plough near a river, put some seeds in the ground and watch them grow! Well, it is a bit more nuanced.

Watering

Plants need water, some more, others less. Weather conditions and climate also affect the crops in this regard. Each crop has a maximum water level when planted.

Normally, the water level decreases at the rate of 15 per minute, and when it reaches zero, the plants wither away. However, in the hot climates of the Desert and Semi-Arid biomes, water consumption is 25 per minute. On top of that, in the event of a heatwave, plants will require more water than usual - additional 10 per minute.

There are a few ways to provide the crops with water:

Soil Nutrition

The soil, as in real life, has its level of nutrition. The plants that you plant in the soil will consume its nutrition little by little, until it reaches zero. If you let the soil rest, without farm plants, it will recover little by little. At the beginning of each round, every plot of soil will have maximum nutrition. The maximum soil nutrition is 150.

To examine the soil, stand close to it and examine it. When it is at or above 130: "The soil looks very alive and the plants will grow very easily." When it is at or above 80: "The soil looks alive, plants would grow very well." When it is above or equal to 25: "The soil seems half dead and the plants would not develop as well as they should." When it is greater than 0 and less than 25: "The soil looks pretty dead and the plants would have a tough time growing." When it is 0: "The soil looks dead and plants would hardly grow."

Impact of soil nutrition on plant growth

Plants have various stages of growth. And to grow from one stage to the next, soil nutrition will be very important. When soil nutrition is, - above 80: Guaranteed growth. - greater than or equal to 40: Growth probability equal to soil fertility. - greater than 0 and less than 40: 40% growth probability. - equal to zero: 20% chance of growth.

Soil recovery

You can let a plot of land rest, with no farm plants on it, and it will recover every 20 minutes. After the time has passed, the soil will receive 20 to 40 nutrition points automatically. Considering a soil with 0 nutrition, it would take from 2.5 to 1.25 hours for it to fully regenerate.

Fertilizing

Many kinds of animals leave manure on the ground, which could be used to fertilize a field. This is one way to restore nutrition to your soil. You can use manure, fertilizer, or dung to nourish it. By fertilizing the soil, you will automatically fertilize all the soil in 3x3, around the soil that you have fertilized.

Manure: 10 points of nutrition, Dung: 20 nutrition points, Fertilizer: 60 nutrition points.

The compost bin (10 wood, "economy and production" section) also turns food scraps, plant matter (seeds, some plants) and something unpleasant else into fertilizer. Just place it in the bin and wait for a while. Fertilizer could also be used to refuel ovens etc.

When the soil health is above 80 points, out of a maximum of 150, you can harvest up to two extra products, out of the normal harvest product.

Severe weather

Be aware that blizzards will freeze the plants and kill them. A heatwave, as noted in the Watering section, will cause the crops to consume more water than usual. Sandstorms will also destroy the plants. You can try to cover them during the winter with tents, however, be sure to remove them in spring or they won't keep growing!

Skill

Every time you make a ploughed field and plant seeds you gain more insight into the business of agriculture. When your farming skill reaches 1.6, examining a plant will, in general terms, tell you whether it has enough water. At 2.2, you will be able to determine the exact water level and nutrition of a plant. At 1.3 or higher skill, you will be able to tell when a plant is sufficiently well nourished to give extra crops.

Biomes and seasons

Different biomes have different plants that could be cultivated in them. Take notice, that some plants grow only in certain seasons. Biome restriction applies only to the largest maps: Continents, Pangea, Europe and New World.

Wet (winter and spring) and dry (summer and fall) seasons apply to the Desert, Savanna and Jungles biomes.

Crop catalogue

The table is sortable - click the headers to sort the column's contents.

X - grows; O - doesn't grow.

Crop Tundra Taiga Temperate Sea Semi-Arid Desert Savanna Jungle Season Max Water Level Description
Rice O O O X O O X X All 30 Used as food and to make sake.
Apricot O O X O O X X X All 40 Used as food.
Cherry O O X O O X X X All 40 Used as food.
Banana O O O O O O X X All 45 Used as food.
Barley O X X X X O O O Spring, Summer, Fall, Wet 50 Used as food and to make beer.
Beans O X X X X X X O All 50 Used as food.
Cotton O O X X X X O O Spring, Summer, Wet, Dry 50 Used to make cloth.
Oat X X X X O O O O Spring, Summer, Fall, Wet 50 Used as food.
Wheat X X X X X X O O Spring, Summer, Fall, Wet 50 Used to feed cattle, make flour and beer.
Tea O O O X X O X X All 50 Drinkable, used to cure illnesses and treat toxin damage.
Tomato O O X X X X X X Spring, Summer, Wet, Dry 55 Used as food.
Tobacco O O O O X X X X All 55 Used to make cigars and cigarettes.
Mushroom X X X X O O X X Spring, Summer, Fall, Winter, Wet 55 Used as food. Also, the only crop that grows underground and in caves.
Flax X X X O O O O O All 60 Used to make retted fabric.
Hemp O O O X X X X X Spring, Summer, Fall, Wet, Dry 60 Used to make rope, retted fabric and joints.
Sugarcane O O O X O O X X All 60 Used to make sugar.
Grapes O O X X X X O O Spring, Summer, Fall, Wet, Dry 65 Used as food and to make wine.
Corn O X X X X X X X Spring, Summer, Wet, Dry 70 Used as food.
Cabbage X X X X X O O O All 70 Used as food.
Olives O O X X X X O O All 70 Used as food and to make olive oil.
Carrot X X X X X X X X All 75 Used as food.
Potato O X X O X O O O All 75 Used as food and to make vodka.
Poppy O O O O O X X X All 75 A painkiller.
Lime O O X X X X O X All 75 Used as food.
Lemon O O X X X X O X All 75 Used as food.
Apple X X X X X O O O All 75 Used as food.
Orange O O X X X X O X All 75 Used as food.
Coca O O O O O O X X All 75 Used to make cocaine.
Bamboo O O O X O O O X Spring, Summer, Fall, Winter, Wet 80 A construction material.
Coffee O O O O X X X X All 80 A stimulant, temporarily increase movement speed.
Tree X X X X X X X X Spring, Summer, Fall, Wet, Dry 80 Cultivated to obtain wood.
Melon O O O O X X O X Spring, Summer, Wet 90 Used as food.
Pumpkin X X X O O O O O All 90 Used as food.
Peyote O O O O O X O O All 100 A painkiller, slowly heals brain damage.
Coconut O O O X O O O X All 100 Used as food.

Guide_to_Fishing

Guide to Fishing

Feeding a large population could be challenging, especially when there is a lack of arable land, wild game is nearing exctinction and ancestors ate all the poultry and livestock long ago. Despair not, though, for there remains a sizeable source of food to tap - seas and rivers, whose unsuspecting inhabitants are in for a big surprise.

Remember to check the Guide to Cooking once you come home loaded with seafood.

Fishing

Alternately, you can build a fishing cage in water for a more passive approach.

If you have fished out a tile completely and there is no more fish, come back later - clueless creatures should appear at the same spot.

Equipment

Ways of parting fish and the like with their element.

Sharpened stick The least effective way to catch fish. See here to learn the art of making a sharpened stick.
Fishing pole Made with 3 wood. You have a better chance of catching something with this than with a stick.
Fishing net Made with 4 rope. About as good as the pole.
Fishing rod Made with 5 iron. A modern fishing contraption. Only blast fishing would be better than this.
Fishing cage Made with 12 wood. Placed in water tiles (except swamp water) to lure in a clueless organism, who may not fall for it. The catch depends on the location. Placing a cage in deep saltwater may yield octopuses, lobsters and cod. Placing it in shallow water may yield generic fish or salmon.
Wait at least 30 minutes before checking a cage. A floating buoy will signal if there is something in the cage.

Inhabitants

All those aquatic edibles.

Fish Just some generic fish confirmed to be edible.
Salmon A kind of fish usually found in jungle waters.
Cod A large fish found in deep saltwater, usually in colder regions. Can be salted to preserve.
Lobster Caught with the fishing cage. Boiled lobster goes good with beer.
Octopus Caught with the fishing cage. This seafood delicacy is a part of countless dishes around the world.

Guide_to_Hygiene

Guide to Hygiene

In this guide you will learn how not to be a filthy disgusting unga that is so depressed he's considering drowning himself in his own urine as a way of suicide. In other words, someone who won't be hated by literally everyone around them. Wow! Rare indeed.

So, you're a bit stinky and need a good wash. There are currently three ways you are able to wash yourself: 1. is a bucket of clean water (pots and barrels work too); 2. is a shower; 3. is a bath.

For extra cleaning effect, you can resort to soap. Details below.

Bucket and the like

Washing your stinky ass self with a bucket:

  1. Fill a bucket with at least 30 units of clean water, either from a well, or boiled in a pot from a puddle or river.
  2. Strip like you're at the club and just had 40 beers and don't care who sees your Johnson. In other words, be naked.
  3. Target the chest area while on harm intent, and click yourself.
  4. This washes you, which should raise your hygiene enough so you're not stinky with a cloud of filth and smell around you. However, it can dissipate fairly fast, so wash yourself a few times (usually 3 is just fine) and it should last a bit.

Shower

Crafting a shower:


1. With a stack of 10 Glass in hand, press Z. 2. Select the shower option. Mind that the shower will be built BEHIND you, so if you want it on a wall, turn your back to it. 3. An advanced washing apparatus is ready for your use.

Washing yourself with a shower:

  1. Be naked.
  2. Turn it on.
  3. Stand under it for a few seconds.
  4. Your stinky cloud should disappear. Sit under it until it's steamy, then it's equivalent to washing yourself a few times with a bucket.

Congrats! You're no longer stinky.

Baths

Crafting a bath:

Baths are made with different materials in different epochs (check Full Crafting List, look for "bath"). Public baths are just larger versions of regular ones.

Washing yourself in a bath:

  1. Be naked.
  2. Click the bath so there is water.
  3. Step inside the bath and stay there for a couple of seconds (buckling for extra immersion is optional).
  4. How clean you get depends on the kind of bath. Baths out of more advanced materials are better at cleaning. The order of the "bathing power", increasing: wood, stone, copper, bronze, steel, ~~industrial acidic bath~~.

Soap


Helps to have a much better wash and allows washing in any water tile. You can also use it in a bath or under the shower (make sure there is water in the bath and the shower is showering). As always, be naked, get in a bath or stand in the water or under the shower, then click yourself with the soap – you can use a single bar up to 30 times. Washing with soap is so good, you even get a mood boost from it.

Using the washroom

So, you're an unga who's about to shit him or herself. Well, the steps to prevent doo doo in your pantsu are very simple. There are 3 types of toilets/latrines you can use. 1. the pit latrine dug with a shovel, 2. an outhouse made from wood or 3. a toilet made from glass (make sure the lid is open).

Digging a Latrine:


1. Have a shovel and press Z to open the menu and select "Pit Latrine" out of the three options. 2. Stand over said pit latrine and use the pee and poop emotes (Emote tab, or type pee and poop in chat). 3. Leave with your dignity, having not shit yourself (make sure it's an outhouse, not just open space, privacy is needed).

A pit latrine could be removed by filling it with 4 dirt piles.

Building an outhouse:


1. With a stack of at least 35 Wood in hand, press Z. 2. Select the Hygiene category, then choose one of three types of outhouse (the only difference is appearance). 3. There, now you can do your business away from prying eyes.

An outhouse could be deconstructed with the hammer.

Crafting a toilet:


1. With a stack of Glass in hand, press Z. 2. Select the Toilet option. 3. Bam, you've now got a shitter.

Use these toiletries in privacy, make outhouses, don't shit everywhere or make a mess. You filthy ungas, clean up after yourselves!

Shaving

Look at you! That unkempt beard of yours shows me something from every meal you had last week! This may have been acceptable back in the Cave Age, but not any more! Make yourself a damn razor out (cast via the knife mold) and cut that hair by clicking yourself with a razor on Help intent!

Washing clothes

You would not want to carry a colony of blood-sucking, possibly disease-ridden little nasties on your very own self, would you? To avoid painful death from typhus and preserve your style and dignity, be sure to wash your wearables from time to time. This includes clothing and footwear. You can see the degree of an item's dirtiness by examining it (Shift+Click). To wash something, take it in your hands and click a water tile, a well or a puddle with it.

Keeping the place clean

Bear in mind, that having any kind of turd or turd-related constructions (outhouses etc.) within 4 tiles of a well will contaminate it, making its water unsafe to drink.

Guide_to_Medical

Guide to Medical

On round types that have specified doctors or surgeon jobs please only join these roles if you have had prior experience with Civilization 13 medical on other rounds, as they are limited and many people will be relying on you to act fast.

First-Aid

Physical Healing

Bleeding

Applying Pressure: Used to stop or lessen the effects of bleeding. To perform this action use grab intent and then click on yourself while aiming at the body part which is bleeding. Be aware that if you use that same hand you will stop applying pressure. Useful for mild cuts and making it back to a doctor.

Healing Herbs: Mostly used by primitive peoples, it will not help stop the bleeding but will also clean the wound, so it is always preferable. Can be gathered from bushes with a knife.

Bandages: Quick and effective, most people should carry some all times, reduces the pain on most wounds and helps to treat bleeding as well.

Splints: A quick and easy solution to broken bones, will help to stabilize the victim until surgery.

Stimulants, pain relievers and cleansing agents.

Tea: Tea heals toxins and helps fight drowsiness and hallucinations! Cure for flu.

Charcoal: Charcoal heals toxins very effectively, slight anti-rad, but does not help with drowsiness and hallucinations.

Leech: Drains toxins and bloods from patients, good alternative to tea, can end up weakening the patient.

Coal: Removes any chemical in the blood.

Coffee: Will give you that extra caffeine and increase your speed!

Cocaine: A powerful stimulant. Very addictive. 2 times worse painkiller than opium.

Peyote Cactus: Stabilizes critical damage, slight painkiller, and makes you see many colors. Also using in tribes gamemode for communicating with gods

Orange Juice: Heals suffocation.

Iron: Helps replenish blood.

Alcohol: Used as a painkiller when there's no opium around. This includes beer, ale, and rum. Also makes for a great party drink!

Opium: Made from poppies and used as an extreme painkiller. Helps a lot when patients are mostly suffering from pain.

Potassium Iodide: Heals radiation. Cure for zombie virus.

Penicillin: Cure for typhus.

Advanced

Trauma Kit: Probably the Most useful and effective medical supply, this specialized kit for trauma wounds will take care of most of the wounds, stopping pain. Also used in Surgeries to repair Organ Damage.

Burn Kit: Mostly used to treat burn wounds, but can also help heal the area.

Continued Care

Without proper care, individuals may end up ill or even worse.

Diseases

There are currently 5 diseases. Try not to catch them, they will make your day a whole lot more miserable. Especially in early game, when advanced medicine doesn't exist.

Plague

The rarest and the most lethal disease. If you have it, you will probably die.

Malaria

A deadly disease caused by parasites.

Cholera

A disease caused by water-borne bacteria.

Flu

Just a normal flu.

Typhus

You've been covered with lice for days and now you feel sick.

Combating Illness

If you are a medical professional or just a beginner you may wish to learn how to keep people from ending up sick and useless.

Surgery

Besides the usual instruments (Scalpel, Hemostat, Retractor, Bone Setter, Bone Saw, Cautery) some alternative tools can be used, at the cost of decreased effectiveness or success.

Scalpel Alternatives: Knife, Bone Knife, Glass Shard

Hemostat Alternatives: Rope, Torch

Retractor Alternatives: Crowbar, Wood Handle, Fork

Bone Setter Alternatives: Wrench, Hammer

Bone Saw Alternatives: Hatchet, Tribal Hatchet, Bone Knife Alternatives for Amputation: + Battle Axe, + Machete

Cautery Alternatives: Cigar, Torch

Internal Bleeding

Broken Bones

Damaged Organs

Amputation

Use the bone saw or a hatchet on the affected body part. Not to be used on the head or limbs, for obvious reasons.

Shrapnel removal

Organ removal

Tendons

Rudimentary/emergency: Knife - Wood handle - Hemp rope - Hemp rope - Wood torch

Circumcision

Use a Circumsion Knife on a naked individual.

Guide_to_Metallurgy

Guide to Metallurgy

Sticks, stones and bones can only carry you so far, but Mother Nature is infinitely generous with her gifts, among which she includes a marvelous class of materials - metals. Grateful and astounded, we accept it and pledge that it will not be wasted on trifles. It shall serve us greatly in mastering ways of cutting, slashing, gutting, chopping and slicing. We shall use it to harness flames and tame explosions, to travel swiftly across vast distances and to bring the Torch of Civilization to the realms of dark ignorance! Bless you, Mother!


Metallurgy concerns manipulating raw ores and turning them into metals, from which a myriad of tools, weapons and devices could be produced.

Before proceeding to metallurgy, it is recommended to check the Guide to Crafting for the basics of crafting.

Building the metallurgy equipment (kiln, bloomery etc.) requires certain research levels – check the Full Crafting List.

Basics

Obtaining metals

Different metals are produced from ores in different furnaces. See sections on Furnaces and on respective metals for more details.

General steps of metalworking

The primary component of metalworking is molds. At the very least, you will need a blacksmith pot or a blacksmith jug to melt ores in them.

(1): Some metals could only be worked on a more advanced anvil. For example, iron items are produced on the iron and steel anvils, not on the stone one. See the Anvils section.

(2): To make other items that are not cast via molds, click the anvil with metal ingots or sheets.

(3): The list of available items depends on the epoch.

Molds

Molds are made with Clay (to make clay, fill a container – a barrel, a bucket etc. – with water, dig dirt piles and click them with the container). Molds are used to cast tools and melee weapons from different metals. Each mold has a certain volume it can hold. 1 unit of volume = 1 unit of ore = 1 unit of molten metal = 1 metal ingot. Making different items requires a different amount of metal.

Clay molds are made raw and need to be fired in a campfire or an oven before using!

Blacksmith pot Made with 2 clay. Used to melt ores and metals in a kiln.
Blacksmith jug Made with 5 clay. Used to melt ores and metals in a kiln.
Ingot Made with 1.5 clay.
Knife Made with 1 clay.
Pickaxe Made with 3 clay. Add a wood handle to a pickaxe head to make a pickaxe.
Shovel Made with 3 clay.
Axehead Made with 1.5 clay. Add a wood handle to an axehead to make a hatchet.
Spearhead Made with 1.5 clay. Add a wooden hanle to a spearhead to make a spear.
Arrowhead Made with 1 clay. Add an arrow shaft to an arrowhead to make an arrow.
Sword Made with 5 clay.

Furnaces

Furnaces are operated similarly to the campfire and ovens, apart from that they do not have continuous fire - the fire will go out after an operation is finished. Furnaces require 2 units of fuel per single operation, i.e. at least 2 wood logs or 1 piece of mineral coal. To insert items into a furnace be on help intent.

Kiln Made with either 10 clay, stone or sandstone. Used to melt all ores and metals in blacksmith jugs and pots, except for Iron.
Bloomery Made with 10 clay. Used to only smelt iron ore into sponge iron. Can also be used to recycle metal items back into metal.
Blast furnace Made with 25 iron. Used to only smelt iron ore into pig iron.

Ores and Metals

Some particulars about smelting certain ores and working with certain metals.

Kiln-only

Tin, copper, gold, silver and bronze only need a kiln. Just melt ores in jugs and pots.

Bronze

Bronze is an alloy of tin and copper. You need to melt equal amounts (1:1 ratio) of tin and copper ore in the same jug or pot to produce bronze. For example, 1 unit of tin and 1 unit of copper make 1 unit of bronze.

Iron

* Smelt raw iron ore in the bloomery to obtain sponge iron. * Work sponge iron at any anvil into usable iron ingots. * To cast iron tools or weapons with molds, put iron ingots in a jug or a pot and melt them in a kiln.

Steel

* Smelt raw iron ore in the blast furnace to obtain pig iron. * Work pig iron at the iron or steel anvil into usable steel sheets. * To cast steel tools or weapons with molds, put steel sheets in a jug or a pot and melt them in a kiln.

Anvils

Anvils are used to forge armor and weapons across the centuries, from ancient swords to muskets and makeshift AK-47s. See the Guide to Weapons for more information on specific weapons and their availability in different ages.

Using anvils requires 1.7 of the Crafting skill.

Click anvils with a mold with molten metal or with some metal sheets or ingots to craft metal items.

Stone Made with 25 stone. Used to work tin, copper, bronze and sponge iron.
Iron Made with 20 iron. Used to work tin, copper, bronze, gold, silver and iron.
Steel Made with 25 steel. Used to work all kinds of metals, plus kevlar.

Guide_to_Paperwork

Guide to Paperwork

Writing is an integral part to paperwork and writing books! If you want to write an official department memo, or a good looking book, you're gonna have to know how to write it.

To properly understand this, you need a basic grasp of BBCode or HTML. This code is based on Bay12 code, so if you know it, it's going to be easy. But don't worry, even if you don't know either, just try copy pasting the examples and replacing the text with your own! Once you're comfortable with that, try experimenting with what works together and how.

Writing

Writing is performed on paper using any standard writing utensil.

Formatting Paper

Signature

To sign your name, use the [sign] tag. Remember that if you use the [sign] tag, your signature is unique and cannot be forged in most cases.

Your signature: [sign]
    

Field

To insert a field from which you can start writing (instead of just using the bottom of the paper), use the [field] tag.

Reason for Request: [field]
    

New Lines

New lines can be created by using the [br] tag. Without this, anything you write will continue on the same line until it reaches the end of the page.

text above
    [br]
    text below
    

Bold

To make text bold, enclose it within the [b] and [/b] tags.

[b]This text is going to be bold.[/b] This text is not.
    

Italics

To italicize text, enclose it within the [i] and [/i] tags.

[i]This text is italicized.[/i] This text is not.
    

Underlining

To underline text, enclose it within the [u] and [/u] tags.

[u]This text is underlined.[/u] This text is not.
    

Centering

To center text, enclose it with the [center] and [/center] tags.

[center]Type the center tags onto the paper like this![/center]

Lists

Create a list by using the [list] and [/list] tags. For every entry in your list, add a [*] in front of your entry. For example;

[list][*]Bullet one.[*]Bullet two.[/list]

Large Text

Make text larger, enclose it within the [large] and [/large] tags. Large text like this can be used for emphasis or for titles.

[large]This text is much larger[/large] than this text.
    

Small Text

To shrink text, enclose it with the [small] and [/small] tags. Shrunken text can be used to fit more information onto your paper.

[small]This text is very small![/small] This text is normal-sized.
    

Horizontal rules

To add a horizontal rule, use the [hr] tag.

text above
    [hr]
    text below
    

First Heading

To make a first level heading, use the [h1] and [/h1] tags.

[h1]insert desired text
    [br]
    closing text for heading[/h1]
    

Second Heading

To make a second level heading, use the [h2] and [/h2] tags.

[h2] insert desired text
    [br]
    closing text here[/h2]
    

Third Heading

To make a third level heading, use the [h3] and [/h3] tags.

[h3]insert desired text[/h3]
    

Date

To insert the current date of the station, use the [date] tag.

Date:[date]
    

Time

To insert the current station time, use the [time] tag.

Time Of Request: [field][time]
    [br]
    Reason for request: [field]
    

Guide_to_Races

Guide to Species

Here is a guide to the few human races and species we have in the game currently, you might like to read them to understand them. All of these species must follow the rules there are no exceptions.

Species Description
Human.pngHumans Mainly just evolved apes that have much more freedom than the other species. Generally warlike yet are prone to bask themselves in culture. They greatly vary in physique and behaviour.
Wolfman.pngWolfmen A cross between a man and a wolf, their fur protects them from the cold and they can howl to communicate up to 15 turfs away. (Raw meat can be consumed but they'll get sick from rotten meat).
Lizard.pngLizardfolk A stone age race of large reptiles, Alligators will not attack them and they're highly resistant to heat and have a strong bite.
Orc.pngOrcs Greenskined Humanoids the majority are very backward in their cultural understandings and it is usually rare to find them not following their primal instincts, They are extremely warlike and will occasionally act more savagely, as an optimistic species their kind will eat about anything but their own waste material. They are very resistant to radiation. WAAAGH!
Antman.pngAntmen Giant Humanoid Ants that are said to be descendants of the Titanomyrma, they have been said to originate from below the soil after a natural disaster devastated their massive underground dwelling they are now nomads to travel the land above. They can dig with their hands and have limited construction.
Crabs.pngCrabs Crustaceans, an advanced race that can drink saltwater, they have a strong shell and sharp claws perfect for unarmed combat.
Skeleton.png Skeletons "Spooky scary skeletons."

Guide_to_Radiation

Guide to Radiation

Radiation, in the rounds where it exists, plays an important role. In this page you will find out how radiation works and how to survive it.

How radiation works

There are two metrics you must take into account when dealing with radiation: radiation emitted and radiation absorbed. Emitted radiation is measured in Sieverts per second. This can be measured with a Geiger counter. This is the amount of radiation that is currently affecting a certain area each second. 1% of this amount will be absorbed as Grays per second, assuming absolutely no protection.

Absorbed radiation is measured in Grays. If you check yourself with a Geiger counter you will get your contamination value. Your radiation values will decrease with time, but high values of absorbed radiation will have severe health effects starting from around 0.4 Gy. A value of 6 or higher will invariably kill you.

Handling Radiation

The radiation levels at a certain area depends on a variety of factors. Underground areas won't be affected by world radiation unless there is an emission in the area (uranium ore, for example). Overground, radiation is a sum of the global radiation values and current radiation emissions (these current emissions will also give you radiation burns). If you are under a roof, then the exposure will be reduced to 10%.

Weather also plays a role, some weather conditions (like rain and storms) will increase the radiation being absorbed.

All clothes give minimal radiation protection to the body parts covered. However, the most effective means of protection (although not fail proof; efficiency around 80%) are NBC suits. Gas masks are not specifically protective, but will help.

It is important that you shower or remove the cloths worn used outside when you return to a safer area, as the clothes will absorb radiation and emit it back to you if not washed.

Not only humans get exposed: plants do too. The ones you farm will get exposed to a fraction of the soil's radiation and will increase your levels when consumed. Irradiated water will also irradiate you when drinking it or when crossing it.

If you did get exposed, some medicines will help with the radiation. The most effective is potassium iodide. Alcohol will also somewhat help if nothing else is available. Be sure to patch up radiation burns from acute exposure.

Human effects

| Absorbed Grays (Gy) | Effects | | ------------------- | ---------------------------------------------------------------- | | 0.4 Gy - 1.0 Gy | Nausea, twitching, occasional blackouts | | 1.0 Gy - 2.0 Gy | Nausea, twitching, occasional blackouts, rare vomiting | | 2.0 Gy - 3.0 Gy | Frequent blackouts, vomiting blood, brain damage | | 3.0 Gy - 5.0 Gy | Frequent blackouts, vomiting blood, brain damage, possible death | | Over 5.0 Gy | Unavoidable death |

Guide_to_Ranching

Guide to Ranching

Livestock

Well, from the very start of the Neolithic age, Humanity has started domesticating animals.

Animal Image Description
Chicken A bird great for laying eggs.
Pig Good for manure and meat.
Sheep These animals are quite valuable as they can be sheared to drop wool.
Cow Highly valuable as they give milk, which doesn't need to be purified or pastured at all. They can also breed in a 5x5 cage.
Horse Extremely valuable. You can ride these animals or kill them (discouraged as these are rare)
Camel Just like horses but you can't ride them, Put a bag on their back to carry equipment
Goat Much like the cow, goats can be milked if female.
Turkey A bird great for laying eggs!

Reproduction

To simply get these animals to multiply, you have to have them in a fairly small area and cramp them. For cows you need a bull and a cow cramped in a fairly small area and they'll eventually get to it. Chickens just need at least 2 and one needs to lay an egg and be sitting on top of it for awhile. Try customizing your chicken coops making it so they are unable to move off their egg.(Only the cows, chickens, Deers, Pigs, Sheep, Goats and turkey's can breed for now)

Wildlife

Animal Image Description
Crab Crabby snappy, watch out for its arms.
Wolf Seen in temperate and tundra, they go in packs most of the time.
Goose Geese always mark their territory.
Panther The assasins of the jungle, hunt with caution.
Jaguar Fastest hunters in the game.
Boa It can strangle anyone to death.
Mammoth A colossal behemoth, towering over huts and houses. If one thinks of hunting alone one of these, they'll find themselves stomped, their gibs all over the place.
Cobra An aggressive cobra will jump and bite you if you approach it.
Crow Flies around towns giving everyone the frights. *caw caw*.
Buffalo Hyper-aggressive buffalos, don't try going near them.
Mouse *Bites you* O-oh I spread you m-my plague, sowwy uwu.
Penguin Found around the northern hemisphere, mostly at coasts.
Bear Bears roam the temperate, run away if you have no weapon.
Alligator A fierce beast that roams the swamp. If you have no weapon you should run because you can't kill these with your hand. Faster in the rain.
Deer These animals will run away from you when they see you! Try making them run into a corner to kill them.
Snake A slithery serpent that feasts among small mice; Though it is cute, touching it isn't the best idea.
Frog Drops 1 meat. Watch out though if the frog is poisonous it can kill you! Other than that it just eats flies.
Poisonous Frog A poisonous creature, it is the cousin of the normal frog, however, eating it will leave the taste of death in your mouth!

Bugs

Insect Image Description
Flies An annoying pest that will buzz around any food you leave out, so stay clean!
Mosquitos These fly like creatures give you malaria, stay away from them. If you do get bit by them, don't worry there's Quinine that cures malaria in swamp regions.
Locusts Ready to eat your crops, ready to molest that corn. Hide your cabbage, hide your wheat, locusts are here to swindle your meat.
Cockroach Penisbeetle for the friends.
Leech Completely harmless unless they gang up on you, human boy. Can be used in medicine as a method to suck blood out.

Guide_to_Religion

Guide to Religion

Creating a Religion

Religions in Civilization 13 are custom-made, and as a founder you can choose its symbol, colors, focus, clergy organization and so on. First, you will need to maximize the philosophy skill. You can do it by either reading books by other people or writing them. Only with 2.5 philosophy will you be able to create a new religion! Then, click on Create Religion under the Faction tab.

Customization

Symbol

The symbol you choose will be the one featured in the holy books, as well as the totems and structures. The color will be the primary color you choose, while the secondary color will be the background one.

Religion Focus

Knowledge

Knowledge-focused religions give a 25% modifier when writing/reading books. They give a 15% modifier when researching.

Combat

Combat-focused religions give a 10% buff to combat skills.

Production

Production-focused religions give a discount when building things. The discount is of 1 when building anything with a cost between 4 and 9, and 2 for 10 and above.

Clergy Organization

When choosing the Clergy Organization type, you will be able to choose the way your religious leaders act and what advantages and disadvantages they have.

Shamans

Requirement to join the Clergy: NONE

Religious power acquisition: Totems

Shamanistic religions have the advantage of anyone being able to become a Shaman. Shamans have a buff on medical skill (they will learn it twice as fast), so they make good healers. Totems built around the map increase the religion's power.

Cultists

Requirement to join the Clergy: NONE

Religious power acquisition: Sacrifice of Infidel Iconography

Cult-oriented religions, like Shamanistic religions, have the advantage of not having a minimum philosophy requirement to become a member of the Clergy. Cultists are also hidden from other religions (they don't get the honorific title attached to their names), and can recognize each other. Destruction of non-cultist iconography (holy books, talismans) at an altar will increase their religious power.

Priests

Requirement to join the Clergy: 1.75 Philosophy

Religious power acquisition: Worshiping Sessions

Religions with Priesthood have the advantage of priests being able to recruit without a Holy Book (needing only an altar). Priest-oriented religions can also increase power by holding public worshiping sessions near an altar.

Monks

Requirement to join the Clergy: 1.5 Philosophy

Religious power acquisition: Filled Bookcases

Religions with Monks have a big focus on knowledge - Monks will have learning buffs, will be able to produce research books faster, and can copy Holy Books without the need of a printing press.

Clerics

Requirement to join the Clergy: 2.2 Philosophy

Religious power acquisition: Conversions

Religions with Clerics, despite having very high requirements for Clergy, enable all ordained members to write Holy Books - effectively enabling the religion to spread under persecution where all the original works are destroyed. Contrary to other religions, members cannot leave clerical religions. Conversions will increase religious power greatly.

Religious Items and Structures

Holy Book

The religion's holy book is the main means of converting outsiders. Holy Books can only be written by the founder (except in the case of Clerical religions). These books can be copied using printing presses (or, in the case of Monk religions, by hand), but be aware that if all the books are lost, you might not be able to expand the religion further!

Totems, Monuments and Altars

Posters and Altars can be built. Some styles of religion might rely more on these, like the Shamanistic religions with totems and Priesthood religions with altars.

Altars

A list of all altars, note that there is no difference in any altar so you can make the one you like the most or fits your temple.

Wood Made with 20 wood.
Bamboo Made with 20 bamboo.
Stone Made with 15 stone.
Sandstone Made with 15 sandstone.
Marble Made with 20 stone.
Obsidian Made with 15 obsidian.
Stone Made with 12 iron.

Statues

A list of all statues of both stones, its good to know them if you want to make an animal themed religion.

Stone statues
Monkey
Bear
Goose
Mouse
Turkey
Wolf
Sandstone statues
Alligator
Ewe
Ram
Snake

Amulets and Talismans

Amulets and Talismans enable the wearer to get the religion focus advantages.

Conversion

Converting people is important to expand your religion, and it's so simple it seems easy, but have in mind it's also so slow people will prefer to keep doing ~~nothing~~ their job.

How to Convert?

Converting people is simple, but, as said before, it's really slow and tedious, even more if you have a lot of people.

Holy Book

The slowest way of converting. To convert someone to your religion you have to give them your book, supposing a risk for the religion since they may be cultists looking to burn your ideology. If they are clear and really want to join your religion, they will have to read it. For that, they have to stand still for 1 minute and 30 seconds, so first take them to a quiet place with few or no people.

Altar

This is the most optimal way and the only reason why most religions are cleric. To convert someone you need a cleric religion, an altar, made of multiple materials. First, make them stand still on top of the altar, then a cleric has to use the altar, while the converted person is on top of it and they will be converted instantly.

Guide_to_Tanks

Guide to Tanks

The 1945 epoch now has tanks! (Yay)

There are 5 roles for the crew of the tank. In order to be effective, all roles most communicate with each other, organize and work together.

The Roles

Tips: * The tank can only go forward or backwards and rotate to left and right. This is different from WASD(W to go forward, S to go back, you know the drill) control, so it may take some time to master. It is advised to drive jeeps first to get used to the driving system. * You can run over trees/buildings with your tank and it does not damage your tank. * You can insta gib/kill any infantry if you run over them. * It is advised to face directly towards the enemy. It will make shooting it a lot easier. Most tanks have their heaviest armour on the front. * Your loader can not load the turret if you are moving. Let him load the gun by halting the tank. * If you run over non-deployed anti-tank mines/anti-tank grenades, they will still explode and damage your tank. * You can not rotate your tank on its own axis if it is standing still. The tank must be moving in order rotate it. * Keep reading the chatlog for your commander's instructions. * Rotating the tank at same time when right next to another tank causes a rare tank meeting to happen.(It is a bug and it completely ruins both of the collided tanks.) * Faster you go, easier it is to rotate the tank. * Do not rotate your tank near deep water tiles. If a single tile of your tank is on the deep water tile, you will be stuck there for an eternity.

Driving

So you want to finally be useful and not just dead weight to a crew eh? Few can drive, or well enough to do anything worthy of mentioning. If you want to know how to drive you've got to listen carefully to the steps given, and learn the mechanics of how our machines really work. Also a tip, the tank is safest place you can be, if you leave it because the tracks were broken you should shoot yourself. You're not a true tanker. A real tanker stays with his tank regardless of the damage until there is no tank to cling to. That armored coffin becomes a moving pillbox if you use it well enough.

Example

Lets say we're on Nanjing. We'll also go over the 5x5 area of turning. Tanks have 4 Directions they can be facing, and a different position in their 5x5 area for each. (Note: tracks were disabled on the directional example to allow for stationary turning)

image

The front face of a tank will always be against the edge of the 5x5 area

North

image

West

image

South

image

East

image

So now that you've got directions, lets try a situation where you'd apply this knowledge. We're at an alleyway that we want to get into but don't have free movement to make a left turn to fit in.

image

now, because we've a wall blocking us, we can't just make a left turn, it'll have us running into the wall north of us. Thats no good. So instead, because facing south makes the tank on the east side of the 5x5 area, we can make a right turn and reverse to get in. So first set up against the wall. Once you've made it onto that tile turn right before it hits it, or it'll be no good.

image

After your turn is made, you'll be set to go in reverse to get through.

image

And then you can wedge on through in reverse, and flank the enemy by going through a place they assumed enemy drivers were too stupid to get through.

image

For possibly better explanation with a moving visual aid, take a gander at this poor quality video.

video

Guide_to_Weapons

Guide to Weapons

5000 B.C. Weapons

Weapon Image Description Available Craftable? Ammo type
Club A club used by cavemen during the stone age, reports say that during the Dunga wars, cavemen could be heard saying "UNGA BUNGA!" while waving their clubs around. 5000 B.C.- 2020 A.D. Yes
Quarterstaff A long stick to thwack thou enemies.. 5000 B.C.- 2020 A.D. Yes
Wood buckler A small shield made out of wood. 5000 B.C.- 1600 A.D. Yes
Battleaxe A battleaxe with a head the size of an infant, perfect to cut people in half because of inertia only. It can be made from multiple materials. 5000 B.C. - 1850 A.D. Yes
Tomahawk Light and cheap, perfect for any indian wishing to end a soldier's life. Or a nomad to end a city's... It can be made from multiple materials. 5000 B.C. - 1850 A.D. Yes
Spear A pointy stick used by many societies and civilizations; It can be made with a variety of different materials. 5000 B.C. - 2020 A.D. Yes
Sling A piece of leather which you can fling stones at the head of your foes with. 5000 B.C. - 2020 A.D. Yes Rocks
Whip A string of leather made to remind your slaves when NOT to stop farming your plantations. 5000 B.C. - 2020 A.D. Yes
Primitive bow A bow used by hunters to hunt gazelles and mammoths 5000 B.C.- 1013 A.D. Yes Arrows

313 B.C. Weapons

Weapon Image Description Available Craftable? Ammo type
Xiphos An ancient sword used by those in the Greek armies during the Greco-Persian wars, often times they were secondary weapons after the javelin or dory. 313 B.C. - 313 B.C. Yes
Dory The dory is a spear that was the main spear of hoplites (heavy infantry) in Ancient times. 313 B.C. - 1013 A.D. Yes
Sarissa The sarissa was a spear used in Ancient times by multiple greek states in phalanx formations, it's lenght is around 4 to 6 metres. 313 B.C. - 1013 A.D. Yes
Greek Shield An ancient shield used by those in the Greek armies, each shield represents a Greek city-state. 313 B.C. - 2020 A.D. Yes
Pilum A javelin commonly used by the Roman army in ancient times. It's head was an iron shank. 313 B.C. - 1013 A.D. Yes
Gladius An ancient sword used by those in the Roman army, it was the primary weapon used by foot soldiers. 313 B.C. - 313 B.C. Yes
Roman buckler A small shield used by the Roman Army not to protect the body, but to stop parry blows. 313 B.C. - 313 B.C. No
Roman shield The standard Roman shield also refered to as the "Scutum", used by the Roman Army. This shield is known for being used to perform the [Testudo Formation](https://en.wikipedia.org/wiki/Testudo_formation) 313 B.C. - 2020 A.D. Yes
Roman standard What better way is there to send the message to the barbarians than whacking them in the head with it while screaming "Gloria Romae!" 313 B.C. - 313 B.C. No
Bronze shield A shield made from bronze. 313 B.C. - 2020 A.D. Yes
Iron shield A shield made from iron. 313 B.C. - 2020 A.D. Yes
Small sword A small sword that can be made from various materials, such as; copper, iron and steel. Made for combat that's quick and close. 450 A.D. - 2020 A.D. Yes
Arming sword A longer version of the short sword, can be made from bronze, iron or steel. 700 A.D. - 2020 A.D. Yes

1013 A.D. Weapons

Weapon Image Description Available Craftable? Ammo type
Garrote Just like a necklace of pearls it is made to suit a neck, just not a lady's, and not for much time. 650 B.C. - 2020 A.D. Yes
Throwing knife A light knife made from iron, suited for throwing at dummies and unexpecting rivals. 900 A.D. - 2020 A.D. Yes
Shuriken A shuriken is a Japanese concealed weapon that is commonly used by the samurai and police as a hidden dagger or quick dagger to throw. 1013 A.D. - 2020 A.D. Yes
Kunai A weapon to stab with and throw, but also a tool to spy... yoooOOOOOoo. 1013 A.D. - 2020 A.D. Yes
Naginata A pole weapon used by the samurai class and the infantry of feudal Japan. 1013 A.D. - 1650 A.D. Yes
Katana A sword used by the samurai class in feudal Japan. 1013 A.D.- 2020 A.D. Yes
Wakazashi The wakizashi is one of the traditionally made Japanese swords worn by the samurai in feudal Japan. 1013 A.D.- 2020 A.D. Yes
Tanto A short japanese knife. 1013 A.D.- 2020 A.D. Yes
Halberd The halberd consists of an axe blade topped with a spike mounted on a long shaft and a hook or thorn on the back side of the axe blade for grappling mounted combatants. 1013 A.D. - 2020 A.D. Yes
Pike A pike is a pole weapon, a very long thrusting spear used extensively by infantry. 1013 A.D. - 2020 A.D. Yes
Steel shield A shield made from hard steel, the most durable and resilient of its kind. 700 A.D. - 2020 A.D. Yes
Steel shield A shield used by saracens. 700 A.D. - 2020 A.D. No
Templar Shield A shield made from the best iron to fight for the Holy Throne. Deus lo vult!. 1100 A.D. - 1300 A.D. No
Maul A weapon made only for giants and mad men, this can reduce anyone to a meatsteak. 650 B.C. - 2020 A.D. No
Huge fucking sword "But for now... I'll fight with my sword for him! (voices sing)" *Clang!* 650 B.C. - 2020 A.D. No
Cannon A cannon capable of taking down castle walls by firing cannonballs. 1500 A.D. - 1850 A.D. Yes Stoneballs
Short bow A standard bow. 1013 A.D. - 1958 A.D. Yes Arrows
Long bow A bow capable of shooting further than a standard bow thanks to its longer string and bigger frame. 1013 A.D. - 1958 A.D. Yes Arrows
Crossbow A different kind of bow, with its string capable of storing energy until the lever of the frame is pulled, firing a bolt at high speeds. 1013 A.D. - 2020 A.D. Yes Bolts
Firelance The true predecesor of all firearms; inefficent, one-shot and with a reach of 3 metres. Used in the first days of gunpowder. 1013 A.D. - 1850 A.D. Yes Stonebullet

1713 A.D. Weapons

Weapon Image Description Available Craftable? Ammo type
Police baton A wooden baton to catch burglars. 1713 A.D. - 2020 A.D. Yes
Rapier A Rapier is type of sword with a slender and sharply-pointed two-edged blade. Common for duelling and self-defence but also as a military side arm. 1713 A.D.- 2020 A.D. Yes
Cutlass A cutlass is a short, broad sabre or slashing sword, with a straight or slightly curved blade sharpened on the cutting edge, and a hilt often featuring a solid cupped or basket-shaped guard. Dominant during the Age of Sail. 1713 A.D.- 1713 A.D. Yes
Spadroon A spadroon is a light sword with a straight edged blade, enabling both cut and thrust attacks. Used primarly in the army and the navy. 1713 A.D.- 1713 A.D. Yes
Longsword The largest sword most of people will be able to see, even if not the largest sword that can be made. Only for true knights. 1713 A.D.- 1713 A.D. Yes
Sabre A sabre is a type of backsword with a curved blade associated with the light cavalry. 1713 A.D.- 1873 A.D. Yes
Handcannon The true sucessor to the firelance. 1713 A.D. - 1850 A.D. Yes Stonebullet
Musket A muzzled-loaded long gun, the musket is a heavier version of the arquebus that became popular all around the world due to it's ability to penetrate heavy armour. 1713 A.D. - 1713 A.D. Yes Musket cartridge
Musketoon A shorter version of the musket, the musketoon mainly was popular among pirates and acted as a service shotgun or carbine. 1713 A.D. - 1713 A.D. Yes Musket cartridge
Arquebus The earliest version of a rifle in the 15th century, it is fired from its support stick. 1713 A.D. - 1850 A.D. Yes Musket cartridge
Flintlock pistol A flintlock rifle modified to be as small as a pistol. Famous around duellists, has a short range. 1713 A.D. - 1850 A.D. Yes Musketball (pistol)

1873 A.D. Weapons

Weapon Image Description Available Craftable? Ammo type
Colt Peacemaker The Colt Single Action Army, also known as the Single Action Army and Peacemaker, is a single-action revolver with a revolving cylinder holding six metallic cartridges. 1873 A.D.- 1973 A.D. Yes .45 Colt
Derringer A single-shot muzzleloading percussion cap pistol, for the wealthy and for those who want a quick, stealthy draw. 1873 A.D.- 1973 A.D. Yes .41 Short
Winchester 1873 A lever-action repeating rifle. The gun that won the West. 1873 A.D.- 1973 A.D. Yes .44-40
Sharps rifle A large-bore single-shot rifle. 1873 A.D.- 1973 A.D. Yes .45-70
Martini-Henry The Martini–Henry is a breech-loading single-shot lever-actuated rifle 1873 A.D.- 1973 A.D. Yes .577/540
Gewehr71 A german service rifle. 1873 A.D.- 1973 A.D. Yes 7.65x53mm
Artillery A heavy set of equipment made to continuously fire artillery shells upon great distances by flying in an arc. 1850 A.D.- 2020 A.D. Yes Artillery shell

1903-2020 A.D. Weapons

Weapon Image Description Available Craftable? Ammo type
Karabiner 98k A bolt-action rifle, the Kar98k was the standard service rifle used by the German Wehrmacht in World War II. 1943 A.D. - 1943 A.D. No 7.92x57mm Mauser
Ak47 Ak47 1943 A.D. - 2020 A.D. No 7.62×39mm
MP40 A submachine gun, the MP40 was mainly used by infantrymen, platoon officers, and paratroopers in the Wehrmacht. 1943 A.D. - 1943 A.D. No
Compound bow A bow that uses a levering system, cables and pulleys to bend the limbs to store more power inside the frame than the longbow. 1958 A.D.- 2020 A.D. Yes Arrows
G3 A german select-fire battlerifle developed by Heckler & Koch. 1943 A.D. - 1943 A.D. No 7.92x57mm Mauser
Flammenwerfer A German flamethrower used in World War II to burn Russians and Americans to a crisp; Just watch your back!. "Hans! Get ze flammenwerfer" 1943 A.D. - 1943 A.D. No Flammen
RPG-7 A russian-developed unguided rocket-launcher. 1943 A.D. - 2020 A.D. No 40 mm
M16 An American rifle. 1943 A.D. - 1943 A.D. No 5.56×45mm NATO
Shank For when the guards don't give you enough food... 1973 A.D.- 2020 A.D. Yes
FN P90 FN P90 1973 A.D.- 2020 A.D. No FN 5.7×28mm
FN SCAR-L A light version of the FN SCAR 1973 A.D.- 2020 A.D. No 5.56×45mm NATO
FN SCAR-H A heavy version of the FN SCAR 1973 A.D.- 2020 A.D. No 7.62×51mmmm NATO
Makeshift AK A barely functional imitation of the gas-operated, 7.62×39mm assault rifle, developed in the Soviet Union by Mikhail Kalashnikov 2013 A.D.- 2020 A.D. Yes 7.62x39mm

Reloading Mechanism

Arquebus ( Late Medieval )

  1. Add Gunpowder

Either from barrel full of Gunpowder or Gunpowder pouch.

  1. Add Projectiles

Musket balls; Can be made from any materials.

  1. Cock the flintlock/musket and Fire

Press Z to cock the musket.

Chad Tip: Always keep a gunpowder pouch by yourside at all times, it can also fit into your 'Pouch' slot much like wallet and coin pouch then the musket balls into your pockets for easy picking. You should also never rely on Flintlocks, they are only one time shot, so make sure to actually pointblank your enemy before engaging in swordfight.

Muskets/Flintlocks ( Early Gunpowder Age )

They are like Arquebus but sometimes you have this already made musket ammo then the process should be like: 1. Insert Musket ammo 2. Cock the musket and Fire

Chad Tip: Webbings are good way to hoard all the musket ammo but always keep 4-6 ammo in your webbing rather than hoarding it, this is to prevent your team losing ammo too early in combat or late-joiners to fight with fist or scavenging dead bodies. You can also add bayonet in your musket so you could engage in melee combat.

Lever-Action/Cowboy Revolvers ( The Frontier Age )

  1. Find the appropriate bullet for the gun

Examine to see what caliber your gun uses,

  1. Open the pouch

Right-click the Pouch then click toggle drawing method

  1. Start filling it with bullet and chamber it then shoot.

Press Z to Chamber the round

Chad tip: Once you fired all your ammo and you find yourself unable to reload your gun, don't forget to remove the bullet casings out of your gun since bullet casings don't automatically eject out of the gun. Depends on the gun.

WW1/WW2/Modern Guns ( The Unga Wars )

  1. Insert magazine and gun go brrrrrt.

Chad tip: Give @HumbleServant#8462 a headpat to the head if you approciate his effort for this guide.

Other things you should know:

  1. The Shotgun ammo box and the (Insert Caliber Here) pouch MUST turn their toggle drawing methods after picking it up otherwise it will only allow you to pick it up from the ground but not what inside.

  2. Rifle Magazines and Rifle clip can be refilled by combining them together or standing on top of ammo piles and pressing C. This also works on both Ammo Box and Rifle Bullet Pouch. (This tip only works if both bullet is same caliber otherwise, it won't so don't bother.)

  3. You can recycle used bullet casings by adding gunpowder to it and adding projectiles made of Leads.

  4. Bigger caliber doesn't mean bigger damage. "Damage" is non-existent and a false idol "Professional" SS13 believes in, at the end of the day, you'll often find yourself being killed by stray bullet, by accurate artillery fire and lastly by 9mm bullet.


Extra: Gunpowder Recipe + Sulphur (Extracted from Sulphur Rocks) + Saltpeter (Extracted from Saltpeter Rocks) + Coal (Extracted from Coal)

Use extraction kit to have extra +2 regeants then fill the barrel. This should be done in this exact order otherwise you get cyanide.

Alternatively, this is the UNGA way.

Wait for explosion. If none, add them to bullet casings and enjoy.


Weapon types and how to use them.

Pistols

Advantages - Short-range, Guaranteed to hit Op-Fors pointblank-6 blocks, Self-defence weaponry, Low-Damage but able to kill in one shot if used correctly, Only requires 1.0 skill in firearms to actually use it properly. Even a kid can use this.
Disadvantages - Short-range, Limited ammo, Only good shooting yourself or executing an unga.

Chad tip: Virgin Medic is when you drop your pistol to grab M4/M16 , Chad Medic is when you actually settle for pistol and shoot VietCongs running toward your Foxhole Clinic.

Submachine Gun

Advantages - Short-range, Bullet spread is minimal, Good for CQB (Close Quarter Battle), Good for clearing alleyways or clearing a room.
Disadvantages - Short-ranged, Bullet spread is abit messy when full-auto, Really bad at open-field battle.

Chad tip - This gun is never really meant for open-field battle, think of it as automatic pistol with extended magazine and also, always aim for the groin and chest. Your hit percentage will decrease if you aim for the head.

Semi-Auto/Automatic Rifles

Advantages - Medium-range, Good for both close quarter and open-field firefight, Semi-Auto firemode for long range engagement, FULL AUTO IN THE BUILDINGS!!
Disadvantages - Medium-ranged, Bullet Spread is at Maximum when put in full-auto much like in real life, It takes 2.7 Skill in Firearm to become God, If you put it in full-auto expect your accuracy/hit percentage to decrease to almost zero.

Chad Tip - Semi-Automatics have higher chance to hit the target other than full auto. Full auto are not useless feature, it is use to suppress people in their spot or fire blindly to wherever the bullets coming from.

Bolt-Action Rifles:

Advantages - ACTUAL GOD, Close Range? Long Range? Fuck that, this gun works in all range. You can blast someone's head even though they are in sandbags or in Foxholes. You are a SNIPER, try not to engage in close combat and actually fight where no one could see you or you know, be a chad and kill them close-range with pointblank.
Disadvantages - GOD. There's no Disadv on this gun other than you're fucked if you're out of ammo.

Chad Tip - Do a 360 spin killshot and send it to Taislin to be featured in Announcement. - HumbleServant

The Chad Machine Gun

Advantages - Gun go brrrrrt, 300 ammo orgasm, No one can close their position to your foxhole or your defensive line, haha yes dieeee brrrrrt. On a serious note, this is a gun good for holding a line and keeping people suppressed or keeping them from moving one inch in their spot otherwise they'll get hit. The bullet spread is at maximum but that's actually intended. Firing blindly or to enemy general direction and its chances to hit someone is never zero, If they are not entrenched they have a chance to get shot by a stray bullet.
Disadvantages - People who uses it. Literally, Unga's finest choice thinking they are rambo or protagonist. Gives people "Power Complex". Cursed.

Chad tip - Literally the chad and tide-turner of the game if used properly, keep a pistol with you at all times so you can blast someone's head if they manage to get near to your foxholes.

Other things you should know about:

  1. Entrenched only lower your chances of getting struck by oncoming bullets and it that doesn't mean you're invincible. Even combined with "Rest" to act like crawling does not count as lowering your chance. Only sandbags does.

  2. RNGesus is your enemy, prepare for the unexpected. Staying in one spot is certain death, getting shot at is also certain death. Proned or not, it is always death if you stay at one spot and let enemies shoot you.

  3. Going Rambo never works, running up to them while firing your machine gun will stop you from moving which makes you more vulnerable than other people who's entrenched.

  4. If they are at your line of sight and so are you. If you try to shoot them, there's only 25-45% your bullets will hit them from their entrenched combined with sandbag possition.

  5. All guns are capable of penetrating a wall, higher caliber means higher penetration. So make sure to shoot through walls to get a chance of killing someone. Especially people hiding in the corner.

Grenades and What to do with them:

Shrapnel Grenades 360 Shrapnel Coverage with a radius of 5-10 blocks. Make sure to duck or rest when a grenade is lobbed close to your possition to avoid shrapnels or atleast lower your chance getting caught by it.
High Explosives/Anti-Tank Blast radius estimation is 3-7 blocks. This grenade can cause PTSD if it caught someone and gib them, also works to disable tanks so try to hit them on their side since attacking at the front is a suicide charge.
Chemical Grenade Blast radius estimation is 10x10. The bane of Unga, it's hard to treat chemical damage since it mostly affect their organs mainly their heart and their lungs and this is why both Germans and Russians have gas mask. Don't use this on open-field, this is much more effective when used inside a building or trench lines.
Smoke Grenades Full screen coverage, Coverage estimation is about 5-8 blocks. Smoke grenades are useful mainly for medics and people with actual brain of a Chad, smokes prevents snipers shooting people inside it and it also blocks their view and unable to shoot directly to people covered in smoke.

How to use artillery

This is the artillery menu. From the top to the bottom:

  1. The shell you have loaded
  2. How far you are aiming to hit
  3. The deviation to the right/left of the shell (from your character's point of view)

image

To have a higher chance of success at firing artillery shells on your enemies' territory, it's best if you have a telescope in hand. Or even better yet, a "spotter" to have their telescope always on the target, telling you where to aim while you control the artillery.

Each tile further means you'll have to add the value of "1" to the distance. If you want to hit 45 tiles away, you must aim for "45" distance.*

image

The sway is the "deviation" or just sway, that the shell will be affected by. If you fire from coordinates that aren't exactly aligned with your enemy, you can use these to move your shell left-to-right instead of moving the artillery.

image

You will need to load a shell before firing, you can clearly see if there's one by checking the panel.

image

There are many kinds of shells, like chlorine shells, zyklon B shells, white phosphorus shells, makeshift nuclear shells and many more, but let's see these more simple examples.

image This is a High-Explosive shell, it will create a big explosion where it lands, spreading fire along. Great if your enemy has houses made out of wood or if there's grass around.

image This is an Armor-Piercing shell, it will pierce through the armour of tanks.

All the other shells are:

Gulag_13

Gulag RP

Introduction

It is the year 1946, one year after the end of WW2, when the Soviets captured you from the battlefield as you surrendered or were forcibly taken away from your homeland. You were taken to a distant location in the middle of nowhere, in Siberia, and you can't recall your journey as you almost froze to death in the cargo train wagon. The camp is guarded by heavily armed personnel from the nkvd and there's barely any settlements to be seen in the distance, nor signs of human life. Only a dim light above the barbed fence can be seen through the thick layer of fog and frost. As you look closer, there's a sign indicating: "Gulag".


Welcome to Gulag

Gulag is a HRP map where you take the role of either a prisoner or a camp guard (whitelisted). The prisoners are divided into 3 factions, based on ethnicity: Germans, Poles and Ukrainians. Each prisoner has an assigned role: Kitchen staff, Nurse, Janitor or Miner, which can be recognized by the color of the armband the prisoner is wearing. The goal for each faction is to work as a team to gain as much rubles as possible (faction score is calculated by the amount of rubles present in each prisoner's pockets), through diverse activities in the camp, legal or not. Prisoners can also spend their rubles in the vendors located under the bathrooms. Guards must operate the mining area and export the ores (through the export book located in the hangar) prospected by the prisoners in order to generate score for their faction, while keeping law and order in the camp. For each ore exported there's an amount of rubles given, which can be used to pay the prisoners (or be exchanged for favors).

Always Remember: Rioting before the 30 minutes mark is a bannable offense! You're also expected to escalate properly in every conflict. Check the General Rules section of the wiki to see a good example of escalation.


Guards Guidelines and Regulations:

As a guard, you're equipped with the necessary tools to bring order and discipline among the prisoners.

In your belt, you'll find:

  • A whistle to alarm other guards and prisoners.
  • A pair of handcuffs for detaining prisoners.
  • A pair of binoculars which is useful for people who's assigned to watchtowers.
  • A sturdy baton that immediately put prisoners to the ground once they took a hit or two.
  • A roll of bint to provide first-aid for yourself, your comrades and, at last, the inmates.

Additional equipment such as flashlights can be found in the tool shed (south of the Guard Medical Area). More advanced equipment can be distributed by supervisors and/or the camp commander. Do not hesitate to stock up on xylil bromide grenades as they are an effective method to subdue prisoners.

All firearms must remain OUTSIDE of the prison area! Failure to follow this protocol as a guard is a valid reason for a demotion/discharge/execution.

Now that you are equipped and ready, here are the things you can do as guard to ensure safety and enforce forced labor amongst the prisoners:

Killing a prisoner for their rubles is OOCly punishable. - This is considered as RDM and greatly frowned upon by the community and thus, you should avoid this. Similarly, Prisoners can bribe you to let them go, be freed from the containment cell and lastly, being supplied with foods or medicine.

Maintain absolute peace, discipline and order among the inmates. - Punish them accordingly to the crime they have committed. Avoid executions at all costs (only if it's an absolute necessity) as it's one less worker for your camp.

If it's time for work, then EVERYONE should work. - There should be no prisoners roaming around without doing nothing. Everyone has an assigned role and should fulfill their duties.

A lone guard is a dead guard. Always have a patrol partner inside the prison area. - You must always have a partner to patrol with you around the gulag. Gulag is a nasty and opportunistic place where anything is possible to happen, never go alone or prisoners might just beat you up for your keys and equipment.

Food is a necessity for the inmates. - A well-fed inmate will have better performance and compliance than a malnourished one. Do not let cannibalism be an option for the prisoners.

A dead prisoner is a liability for the Motherland. - Prevent fights, do inspections, confiscate contraband, treat injured/sick inmates. This is the minimum you can do to prevent death in the camp. However, keep a rational use of equipment. Do not waste too much medical equipment on a dying prisoner.


Mining Protocols

Before Mining

  • Make sure to keep a list of every equipment that can be found inside the mining closets as well as what can be found in the mining shaft.
  • Take note of who goes in and out of the mining facility by taking their ID before they go downwards, then hand it back over as soon as they are finished mining.
  • Make sure no one tries to escape by performing regular checks in the mine. Bring at least two other guards with you and have a gas grenade ready (do not forget to put on your gasmask!).
  • Ores can be melted into ingots, make sure no one tries to make a weapon out of it. If they do, confiscate and punish the perpetrator accordingly.
  • Collected ores are to be put in the mining cart which has to be pushed into the hangar for exports. Place the ore stack on the export book to recieve points and money.

After Mining

  • One by one, prisoners should hand over ALL of their mining equipment to be put back in the lockers and be FULLY searched for anything that they may have taken out of the mines.
  • Once a prisoner is clear, they should recieve a payment for their work. Money recieved from the ore exports has to be used for this. However, do not overpay a prisoner.
  • Do not forget to hand back over the inmate's ID.
  • If there is some missing equipment in the lockers then inform your higher-ups so they can perform an immediate inspection of the prisoner area.

Cafeteria Protocols

  • Food rations have to be given regularly to the kitchen staff. However, higher-ups can decide to reduce or temporarily suspend its distribution.
  • ONLY kitchen staff may be in the kitchen area, delimited by a warning strip on the floor.
  • Cannibalism should be immediately punished and food containing human meat must be disposed in order to avoid sickness.
  • The cafeteria should remain clean at all times, you do not want fecal matter or bacteria in the food.
  • It is possible to ask for money for the distributed food, however it's severly discouraged. Guards who are doing this may be caught by the higher-ups and be demoted/discharged for corruption.

Prisoner's Guide to Gulag

Your goal is not to escape, kill guards, or kill other fellow prisoners (even if they are from a different faction), but instead focus on getting more money for your team.

Your goal is to gather as many rubles as possible.

There's plenty of ways to earn them:

  1. Mining
  2. Mining is easy but the price of your hard work is easily manipulated by the guards on duty. Regardless, prisoners are expected to be paid. If the guards don't pay, try to get ahold of a camp supervisor or commander.

  3. Underground Fight Club

  4. What goes on in the fight club stays in the fight club. Make sure to not kill any of your opponents and stay humble and honorable. A surrendered opponent shouldn't be killed. Observers shouldn't intervene.

  5. Services

  6. There's a lot of services that can be offered to prisoners. Some of these include medical services, food services, cleaning services, farming services, "protection services".

This is for the prisoners only. Remember, the best way to enjoy the round is acting accordingly and appropriately to the setting.

Escape is not advised nor is it a wise thing to do as you're in the middle of nowhere, far from civilization...

Collaborators are a whitelisted role, they must keep their role secret from the other prisoners. Guards are to protect their identity as well and should reward them for useful information. Other prisoners may be agressive towards them, especially for snitching out. However, killing them should be avoided.


Hostages

Hostages

ROLES

| ROLE | IMAGE | DESCRIPTION | DIFFUCULTY | | ---------------- | ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------- | | SOF Team Leader | | Command your men to rescue the hostages from the Islamic fighters! You should stay back and eavesdrop on their communications. | HARD | | SOF Medic | | Tend to the wounded operators and send them back "to finish the fight". | MEDIUM | | SOF Operator | | Fight against the Islamic fighters and rescue the hostages! Take orders from your Team Leader. | EASY | | Insurgent Leader | | Lead your men using the walkie talkies, fight against the infidels and prevent the infidels from getting the hostages! Praise to Allah! | HARD | | Insurgent | | Prevent the infidels from rescuing the hostages and listen to your leader! Use the machine gun placements and suicide vests to fight off the westerners. | EASY | | | | | |

Hotkeys

Hotkeys

This is a list of hotkeys for when the game is on Hotkey Mode. Use Tab to switch.

| Key | Command | | ------- | -------------------------------- | | Tab | Switch Macro and Hotkey Mode | | Escape | Fullscreen | | Space | Zoom/Scope | | W | Move Up | | S | Move Down | | A | Move Left | | D | Move Right | | Z, CTRL+Z | Use Held Object | | C | Use Held Object (secondary) | | 1, CTRL+1 | Help Intent | | 2, CTRL+2 | Disarm Intent | | 3, CTRL+3 | Grab Intent | | 4, CTRL+4 | Harm Intent | | F, CTRL+F | Change Intent (cycle left) | | G, CTRL+G | Change Intent (cycle right) | | M | Change Movement (walk/run) | | 5, INSERT | Change Movement (all) | | Delete | Stop Pulling | | B | Buckle/Unbuckle | | E, CTRL+E | Equip | | H, CTRL+H | holster | | N | Change Tactic (Aim/Rush/Charge/Defense) | | U | Change Secondary Attack (Bite/Jump/Kick) | | Y | Change Defense (Parry/Dodge) | | J, CTRL+J | Change Gun Mode (Aim/Fire) | | L, CTRL+L | Attack Mob in facing direction | | Q, CTRL+Q | Drop | | R, CTRL+R | Throw | | T | Say (IC chat) | | Numpad 1 | Select Right Leg (targeting) | | Numpad 2 | Select Groin (targeting) | | Numpad 3 | Select Left Leg (targeting) | | Numpad 4 | Select Right Arm (targeting) | | Numpad 5 | Select Chest (targeting) | | Numpad 6 | Select Left Arm (targeting) | | Numpad 8 | Select Head (targeting) | | F1 | Adminhelp | | F3 | Asay (admins) | | F4 | OOC chat | | F5 | LOOC chat | | F6 | /me chat | | F12 | Change HUD / Cursor style |

Hunt

Hunt

A group of Pirates land on a cursed Island inhabited by neutral natives. Will you escape with the assistance of the natives, or cause a great conflict to erase them from existence?

Factions :

Pirates (Neutral) Natives (Neutral)

Island

Island

There are two sides, the Pirates and the British (English), only one side may prevail over the Island. The Pirates start on the Island while the British start on their Man-Of-War.

Pirates (Hostile) British (Hostile)

Karak

Karak

This map is based around the crusades, their are two factions, both of them are religious zealots wishing to either defend or attack the Karak Castle.

Factions

  • The French (Crusaders), They are lead by the Holy Templar Knights and Lords, Templar Knights are accompanied by lower knights and squires, they must defend their castle from the Invading Caliphate.
  • The Islamic Caliphate (Muslims), A large Empire wishing to reclaim Karak Castle to be able to conquer Jerusalem, they are lead by an Emir(Lord) and Mamelukes(Knights), they must conquer the castle in order to win.

Arab Roles

| Role | Image | Description | Diffuculty | | ---------------------- | ------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------- | ---------- | | Emir (Lord) | | Command your army in reclaiming the castle of Karak from the Invaders, you may need to strategize. | Very Hard | | Mamluk (Heavy Infanty) | | Protect the Lord, You are a slave who has been placed in the army by your lord, do not disobey him. | Hard | | Sayaf (Swordsman) | | Kill Infidels, listen to your Lord's orders. | Medium | | Alraamith (Spearmen) | | Kill Infidels, listen to your Lord. | Medium | | Rami Alsiham (Archer) | | Arm the Catapults, Kill Infidels with Catapults, don't let them get inside the base. | Easy | | Imam (Priest) | | Treat the wounded men of your caliphate. | Medium |

French Roles

| Role | Image | Description | Diffuculty | | ------------------------------------------ | ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------- | | Grand Master (Crusader Leader) | | Command your fellow Christians in order to prevent the Caliphate from taking Jerusalem back, die with honor. | Very Hard | | Templar Knight (Crusader Noble Knight) | | Protect the Castle and organize your underlings into groups. | Hard | | Crusader Sergeant (Crusader Heavy Infanty) | | Watch out for the Arabic barbarians, If they get in, you are the first part of the defense. Use bows and oil pots to kill filthy Arabians trying to get in. | Medium | | Crusader Squire (Crusader Light Infanty) | | You are the subordinate to the sergeants, follow your sergeant's orders whenever they are issued. | Medium | | Templar Priest (Priest) | | Treat the wounded Crusaders while the siege carries on. | Easy |

Medical

Medical Practices are useful in this mode since almost everyone gets wounded, priests are on both sides and provide spiritual and medical assistance.

Provided Medical substances

French(Crusaders)

  • Red Wine: Useful as a painkiller, is usually depleted in early game due to the drunks drinking it.
  • Healing Herbs: Basic Herbs, useful to cure bleeding.
  • Surgical Med kit: Contains all the useful items for surgery.
  • Bandages: Very Useful healing items, rare.

Islamic Caliphate (Muslims)

  • Healing Herbs: Basic Herbs, useful to cure bleeding.
  • Bandages:Very Useful healing items, rare.
  • Black Tea: Basically, cures poison and other types of illnesses.
  • Surgical Med kit: Contains all the useful items for surgery.

http://1713.eu/wiki/index.php/Guide_to_Medical

Little_Creek_RP

Little Creek RP

In this mode, there is a bank which contains a large sum of gold. The West/East Side Gang must face off against The East/West Side Gang along with deputies and Law bringers(Townsfolk who assist the deputies)

While the Deputies try to prevent them from stealing from the vault till the army arrives. Civilians are to be neutral at the beginning of the round

Rules of playing as a Gangster:

  • 1. You are to be secretive and need to become organized with other members of your own gang, you can accept townsfolk in by roleplaying them into the heist. (You can't raid the sheriff's armory alone, Or start a gunfight without proper escalation)
  • 2. You cannot assault officers of the law without proper escalation, give out a valid threat so they can respond to it.
  • 3. Don't start a gunfight at the beginning of the round if it's unnecessary.
  • 4. You can commit Petty theft for weapons and supplies from civilians, don't shoot them though, give them time to actually respond.

Rules of playing as a Deputy or Sheriff:

  • 1. You can't just shoot innocent people without any evidence, Including people with guns holstered.
  • 2. Try your best to capture the Gangster's or trouble makers so you can question them. (You have cuffs for a reason)
  • 3. If a Civilian has a fire-arm that does not make them automatically a Gangster, Unless they are masked inside the vault.
  • 4. Suspicious behavior should not be the final nail in the coffin, you should make sure to understand your threats(Or Misunderstandings)
  • 5. Always try to keep the armory locked and secure along with it's exterior openings.

Rules for Civilians(Bankers as well):

  • 1. If the law has done nothing to you or your companions, then you should not try to fight the law.

82. The Bank should always allow the Deputies into the vault to make sure it's maintained (Bankers should keep and eye on the vault as well, while keeping the doors locked at all times)

  • 3.You can assist either side depending on if you roleplayed with them to actually get aligned with them. (Civilians Mainly)
  • 4. Don't Wear a Bandana around the town unless you want to end up getting mistaken for being a Outlaw. (If you wear one in the bank armed you might as well be seen as an outlaw)

Little_Creek_TDM

Little Creek TDM

ROLES

| ROLE | IMAGE | DESCRIPTION | DIFFICULTY | | ------- | ----- | --------------------------------------------------------------------------------------------------------------- | ---------- | | Sheriff | | Command your men to protect the bank from those outlaws! | HARD | | Deputy | | Listen to your Sherrif, equip yourself with guns, barricade the city, and protect the bank. | MEDIUM | | Outlaws | | Basically, you need to rob the bank, and avoid or kill those who protect it, and get as much money as you can! | WILD WEST. |

Merchant

Heh, so you've chosen to Jew the people out of their money and begin swimming in riches eh? Well, we'll tell you all about that business.

Merchant

Generally there are 2 types of playstyles commonly seen:

  1. The greedy Merchant trying to take everything they can get out of people
  2. The good Merchant that gives fair prices making a smaller profit.

More commonly than not, merchants try to be #1. Which you want to be really is up to you.

The Good

Generally #2 likes to learn the value of an item (what it exports for) and charge a rate off that. Such as blacksmith selling you a musket, can give em 80 reales for it and you'll export it for 100, thus you'll be getting 20 reales profit. Not the biggest profit but more fair to your customers, they might come again. In this instance the Merchant makes a 20% profit. Good ratings that should keep you in business

The Bad

  1. 1 likes to charge the most he can and have them to accept. Such as exporting a musket for 100 reales and paying the blacksmith maybe 40 reales in return. 60% profit, but they're likely not gonna accept that as a fair price since it costs 30 iron which is 60 reales at least. So, you give em 60 reales and remind them that you're the only one they can constantly sell to since only you can export. Remind them of their place whenever they feel your prices aren't fair.

The Ugly

Some merchants decide to skip employing farmers to grow crops or blacksmiths to make weapons to export. They resort to scamming people out of their money, selling them products at much higher rates than it is to buy them, or simply looting the dead, sleeping, or pick pocketing the living. However some of these ways can get you killed by the guards. Greed is a powerful sin, and you can't use money when you're dead.

Importing

With silver/reales in your hand, you can click on the supply orders book and put the money in. This will make it so you can click on it again with an empty hand and it will open a list. This list contains crates and supplies you can order. Click on the option you want and the purchased item, crate, or mob should arrive soon by dock or shipping area. After the option is selected it will subtract the cost directly from the money you put in, if you haven't enough, it doesn't work. Either way it will eject your money and you can retrieve the remaining coins. Then just wait for it to arrive.

Exporting

Exporting is different. You simply hold the item you want to export, and click on the exporting table. Then click yes and it will sell this to the world and be consumed. Money is ejected in return. This doesn't work for all items.

Miscellaneous_Crafting

Miscellaneous Crafting

Details on crafting certain things that fall somewhat outside the main guide.

Lard candle

Chlorine Designed to cause overexposure to the chlorine element, it causes respiratory system failure and severe nose and throat irritation
Mustard A man-made agent which causes chemical burning of the skin, eyes, and throat., very nasty stuff.
Phosgene A far more potent and well disguised cousin of chlorine gas, it has a slightly delayed but otherwise identical effect.
White Phosphorus A type of pyrophoric incendiary munition, it ignites air creating a large smoke cloud. Temperatures high enough to cause fourth degree burns to anyone unfortunate enough to be in direct contact.
Xylyl Bromide Primarily used as a "tear gas" type agent. Stereotypical respiratory pain and eye, skin, and throat irritations. Not heavily lethal, however.
Zyklon B Cyanide-based pesticide, it impedes upon cellular respiration. In simpler words it 'deactivates' the entire human body within minutes post-inhalation.
APCR A shell designed with a hard metal penetrating core, it has extreme penetrative force made to wound tank crews and disable vehicle components.
AP A steel alloy shell designed to survive the shock of direct hits against metal armor and continue going. Not exactly fancy but it works.
HE A shell designed to inflict as much concussive explosive force as possible, applications include destruction of fortifications or direct anti-personnel usages.
Makeshift Nuclear A shell designed to irradiate a large area for long periods of time.
Lard candle Fill a vessel with at least 5u of lard (made from animal fat), then click the vessel with rope (1 rope per 1 candle; rope is made from flax and cotton. Lit with torches and matches. A lard candle lasts about 30-40 minutes.

Lard soap

Lard soap To make 1 soap bar, mix 20u of lard and 2u of lye (obtained from wood ash) in a vessel like a bucket, a barrel etc.

Music

Music

Some music sheets for ingame instruments. Copy into "import song".

Other SS13 games use the same system, you can get some more music here:

TG Wiki Songs

Goon Wiki Piano Dump

Paradise Wiki Songs

Hava Nagila

Naval

This map is a Naval Conflict between the French and Pirates. The Round ends when one side controls the other's ship.

French (Hostile) Pirates (Hostile)

New_Player_Guide

New Player Guide

Getting Started

Rules

Welcome to civ 13 Please take a moment to read the server rules

Joining the Server

If you are familiar with the BYOND platform, you can skip this section.

Controls

Check Hotkeys.

TDM / Team Death Match Modes

RP / Roleplay Modes

Nomads_Maps

Nomads Maps

Temperate

This is the classic map, using the same map as the Civilizations map.

Desert

Jungle

A dense tropical rainforest. You can only farm on the floodplains and during the dry season. Wildlife is deadly here! Stay away from panthers, mosquitoes (as they carry malaria) and ants (will eat your food). Crossing rivers without a bridge is considered unsafe - piranhas are abundant.

Divide (Jungle-Desert)

Jungle biome on West side, Desert biome on East side, separated by mineable mountains and a small patch of clear land filled with alligators.

Ice Age

Snow plains with frozen rivers and lakes. Rock is more abundant than wood. You may encounter wolves, deer, bears, penguins, goats, mammoths, and dogs. Summer lasts only 1/4 of the year, the rest is winter.

Continental

Pangea

A combined map with no oceans dividing the biomes, excluding mountain ranges.

The biomes are, from North to South:

Tundra, Taiga, Temperate, Semi-Arid, Desert, Savannah, and Jungle

New World

Everyone starts on the eastern continent. Crossing to the western islands requires something better than a simple raft.

Mediterranean

Island

Isle

A small island for 10-15 players, divided by a lava region, jungle/part swamp, and tundra region.

Europe

A map based off of the European continent, it has a northern region covered in snow based off of Scandinavia and northern Russia..

There is even a temperate biome based off of central europe (France/Germany/northern Balkans), and a semi arid region based off the Mediterranean regions (Iberian peninsula, Italy, and Greece).

Large rivers cover the continent and 7x7 water ways for bridges(tanks and cars) exist on the large rivers.

Section of Nomads_World project (1/4)

Africa

Based off of all of Africa: Desert, Savannah, Jungle, Savannah.

Section of Nomads_World project (2/4)

Old_Rules

Old Rules

These rules are from before 11/11/19, and are only here for archiving purposes and referencing.

General Rules

OOC Rules

These rules apply to OOC chat and meta stuff, and are to be punished by non-IC means.

  1. ) NO GRIEFING. Griefing/teamkilling will get you banned right away at first offense, with no appeal. Claiming not to know the rules is not a valid excuse.
  2. ) NO ERP. Erotic Roleplay will get you kicked and warned at the first offense, and banned at the second.
  3. ) ' NO METAGAMING.' Using knowledge from a previous life or as a ghost etc. knowledge you shouldn't know in your current IC character. Such as dying and running back to where you died to loot your own corpse or kill whoever killed you. You'll get a warning the first time and the next time is a ban, duration is up to the banning admin.
  4. ) No IC in OOC / Spouting memes IC or spamming OOC [Punishment = Mute from OOC via player panel]
  5. ) No ahelping sentence fragments. Say everything you want to say in one sentence. Spamming ahelp wont get you what you want. [Punishment = AHELP ban via player panel]
  6. ) No Obscene nicknames. Examples include naming yourself nigger while playing a Carib. Reference names such as Jack Sparrow and Black Beard, as well as other historic names and references, are allowed as long as your not overly obnoxious with it.
  7. ) Non player-targeted offenses and racism are allowed. Keep the chat clear from drama and do not troll or induce chaos. This will get you muted from OOC at best and banned at worst. Racism and offenses are allowed if they are purely used while IC and when Roleplaying, if applicable. (Example: Pirates being racist to Natives; Portuguese taunting the Spanish)
  8. ) Anything not listed in rules above is an IC problem and should not be ahelped. If you do ahelp them the admin has free choice whether or not its truly a valid complaint. If you feel an admin was wrong with their choice make a complaint on the discord and quote this section of the rules.
  9. ) Killing of SSD players will not be tolerated. You may loot them, but thats it. Under no circumstances are you to kill SSD players.
  10. ) Being a toxic nuisance to staff and disrespecting staff multiple times even after being warned to stop can result in a ban.
  11. ) You cannot kill yourself and respawn to get to whatever region you want to spawn at (Applies to some nomads maps). It's unfair to the rest. You get what you get and make the most of it.
  12. ) Lying in Ahelps will get your ban increased or give you a ban. It causes confusion and generally makes yourself worse looking. Don't do it. Don't try to hide your own mishaps and turn it to your advantage. Misinformation isn't taken lightly.

IC Rules

To be dealt with primarily by IC punishments. If those are unavailable, or have no effect, OOC punishments will be applied.

  1. ) Play your role to the best of your abilities. Don't spawn as a Civilian/Support job and charge at the enemy. You have a job, do it (This does not include self defense. Someone comes at you with a sword, feel free to pick up that kitchen knife.). [Punishment = Job ban / faction ban]
  2. ) No team killing unless you are the captain and have a valid reason for execution. Examples include poisoning the stew, or blowing up groups of allies with canons or grenades on purpose. Individual fights are ok.

Faction Specific Rules

General

When playing as a faction on a map, keep in mind these facts:

  1. ) Each map has 2 rival factions, possibly a neutral faction, and possibly a friendly one (civilians) depending on the map.
  2. ) Neutral factions (Tribals,pirates possibly another faction depending on the map) can act aggressively towards any faction but if they do so it is expected that they get attacked by said faction (if they attack civilians they would be attacked by factions such as the Portuguese Spanish and British)
  3. ) It is against the rules to attack civilians unless the attacker is a pirate or a tribal. Exceptions can be found on Rule 1 of countries.
  4. ) the 2 rival factions (for example, in the naval battle map, Pirates vs Brits) are to always be aggressive towards each other.
  5. ) Attacking neutral factions that are passive is frowned upon unless if said faction is the pirates and the attacker is not the Tribals (this is to allow communication between the neutral faction and other factions to allow for alliances to be made.)
Countries
  1. ) Attacking Civilians is NOT allowed, except if said civilian is: 1) Carrying weapons when there are orders from high command for them to not do so; 2) Being aggressive towards the military forces; 3) Entering off-limits areas (i.e. Ship's armory); 4) Voluntarily aiding or joining an enemy side.
  2. ) Disobeying officer orders will get you beaten. Respect the chain of command (though mutinies might be valid under some circumstances). Executions are possible but should be reserved for extreme cases (desertion, constant refusal to carry on orders even after being punished, being a traitor/aiding the enemy)
  3. ) Pirates are valid targets at all times, but restraint is encouraged unless they are overtly agressive.
  4. ) Natives should be avoided and treated with caution. We don't want to start a war with the tribes.
  5. ) Surrendering enemies should be taken prisoner if possible, especially if they are part of other countries - we are not savages.
  6. ) While alcohol rations are available, they are to be used with restraint. Being drunk in a combat situation will get you punished.
  7. ) The usage of enemy uniforms is dishonorable and should be punished and avoided. Soldiers on our side who use enemy uniforms are valid targets and risk getting mistaken for enemies.

RP Gamemode Rules

Civilizations/Nomads/Colony

Generally civilians whether it be Colony, civilizations, or 4 Colonies, will be restricted to HRP. This means not running around spouting memes and murdering people for the smallest things.

  1. ) No starting wars or conflicts with other civilizations, colonies, etc. Unless provoked with something really good. This means 2 guys fighting shouldn't start a war, thats a small conflict.
  2. ) You cannot begin wars or assaults through war until an announcement is made by an admin. If there are no admins on, then you cannot KOS the faction/tribe. You then have to show up and RP it confronting them. Such as "We're going to war with you, surrender and be assimilated or die."
  3. ) You cannot kill someone wordlessly. You must have escalating RP, good IC reason, and a confrontation. Such as someone stole your sweet roll. You ask them, "did you steal my sweet roll?", they reply "yes", to which you say "ok" and butcher them. Thats not allowed. Instead of "ok", say something that will warn them combat may ensue, such as "you have committed crimes against Dai Nam and her people, what say you in your defense?" and then they'll likely say "I'd sooner die!" and the fight begins or you/they make the first move. The only times escalation is void is in 1. An Admin announced war. or 2. When someone is told to stop, but runs away not allowing the escalation to take place, thus making it void.
  4. ) If you ahelp to have permission to assassinate someone (not escalating and killing them stealthily such as oil in their mug of wine) and they grant it then you may assassinate them thus not confronting them or escalating. But it needs good IC reason for it to be an assassination as well as be extremely stealthy. Not just pop out a closet and shank some king to death. (For admins they need approval from another admin whether it be through discord or in game chats).
  5. ) You cannot kill people that are "outlawed" without a word unless a public announcement was made and you actually heard or were informed of it. Not because your allies say they did something, you've no idea if that is true. A flyer can count as informing you. RP and Escalation (mainly a confrontation) is required once again after 5 minutes when neither party has exchange blows. Meaning you can't be hit once and run off sniping them with a bow 20 minutes later.
  6. ) (In case of civilizations/nomads) You are not against the other tribes, you're all neutral. One of your main goals is to advance, not murder all the others. Create trade and diplomatic relations, not hostile guerrilla warfare battles.
  7. ) You cannot use a famous name that most are likely to know (eg. Adolf Hitler, Josef Stalin, Ben Shapiro etc.)
  8. ) Act realistically to your wounds, meaning you can't lose an arm and say "Tis but a scratch!" and rambo whatever your against.
  9. ) Things that are realistically IC handled and easily handled, should be handled ICly. Such as a thief, a murderer with a good IC reason, or even corrupt government officials.
  10. ) Revolutions shouldn't happen unless well organized, and have at least tried to gain more members. Otherwise its just one guy greifing the Town guards.
  11. ) Speak at the current epoch/era. This means you don't say things like "bro" and "sis" at 313 B.C. It's too modern. No netspeak, type out the full words, and no internet memery.
  12. ) FIRE is not a toy. You must have IC reason to burn a structure down (like a house), and it has to be controlled (meaning digging dirt around the "to be burnt" area). If you wish to create a fire that's uncontrolled say to destroy an enemy village in a war, AHELP IT. If theres no response, assume you can't and don't do it.
  13. ) Do not take a side in a fight you stumble upon without knowing why it's happening. Ask first, then pick a side or stay out of it. Often it's either grief, failed escalation, or some corrupt guard tryna kill a civilian. Then you're taking the side of your fellow guard and helping them break a rule or break IC laws. Just try not to get involved in the first place.
  14. ) If you don't know someone else's language and so you two try to communicate via paper, whispering, etc. or any other exploit making the language barrier void, depending on the method, admins can make you blind or deaf. You can use custom emote to try and signal/sign what you want to say without stating the actual message. Another method is describing a drawing, once again, without stating the actual message.

Paper_Templates

Paper Templates

Visitor Visa

[h2][b]TRAVEL VISA[/b][/h2][br] [hr] [h3]FACTION[/h3][br] [hr] [b]Name:[/b] [table][field][/table][br] [b]Time of Entry:[/b] [table][field] Hours, [field] Minutes.[/table][br] [b][i]Stay permitted for 30 minutes after Time of Entry.[/i][/b][br]

Pepelsibirsk

The City of Pepelsibirsk

Welcome to Pepelsibirsk, a humble city in the northern Urals. The weather is cold and drab - certainly no tropical resort! The year is 1976. The Soviet central government has collapsed following a limited nuclear exchange with the United States. The city must govern itself, trading with neighbouring settlements and remaining military installations to guarantee its continued survival and security.

This map has special mechanics and is designed for a specific type of realistic roleplay, so I would highly recommend reading (or better yet - keeping on-hand) the following guide. It is useful for prospective rulers, government ministers, tyrants, rebels, criminals, businessmen, and even common citizens.

Special Mechanics

Pepelsibirsk has several special mechanics to take into consideration.

Map

Politics

These are just RP suggestions - feel free to come up with your own system of government. Note, however, that the following wiki is written with the historical system in mind.

Historical

Historically, the Soviet government operated using a theoretically "bottom-up" system, in which local Soviets (councils) elected by industrial, agricultural, and military personnel sent delegates to regional Soviets, eventually going all the way up to the Supreme Soviet of the Soviet Union, or, earlier, the Congress of Soviets. Candidates in these elections were required approval by the Communist Party of the Soviet Union, and elections were not competitive - you could merely vote for or against a candidate, the latter only being successful in isolated cases. Factionalism was banned (theoretically an emergency measure enacted in 1921, but this ban on factions remained until 1989) and Soviets were always expected to vote unanimously, resulting in minimal diversity of opinion and the Soviets being reduced to a de-facto rubber stamp for the bureaucratized CPSU.

This system can be implemented on a smaller scale in Pepelsibirsk, using the City Soviet as a stand-in for the Supreme Soviet, with the city's ruler being Chairman of the Communist Party of Pepelsibirsk (or whatever you choose to call it).

Soviet Democracy

This is similar to the historical system, but without the ban on factionalism and competitive elections within the Soviets. This is similar to the system initially implemented at the start of the October Revolution, and can be considered a form of semi-direct democracy.

Anarchism

Another socialist system, anarchism in this guide is represented as a more decentralized form of Soviet Democracy. The state is minimal, with all decisions made democratically by the Soviets. Civil liberties are absolute, and legal punishments are minimized as much as possible. The power of the Supreme Soviet is reduced to only military and diplomatic affairs. Economically, money is either abolished or reduced in importance, and all businesses are operated as community-run cooperatives - the factory worker runs the factory, the farmer runs the farm, and the soldier runs the brigade. Even in the army, the soldiers are expected to elect their commanding officers, subject to recall at any time.

Parliamentary Republic

In a parliamentary republic, an elected parliament runs the state, typically with a Chancellor or Prime Minister chosen to be the head of government (and de-facto head of state). It is a non-socialist system of government, and does not make use of workplace democracy, typically preferring simple multi-party elections. An example to follow would be the Federal Republic of Germany, led by a Chancellor.

Directorial Republic

In a directorial republic, multiple people serve as Head of State and sometimes Head of Government, typically operating alongside an elected parliament, though not always. This system can be combined with either socialist or non-socialist systems; historically, the Soviet Union used a similar system of "Collective Leadership" in which multiple people had near-equal power in the CPSU, particularly during the Brezhnev era. Switzerland uses this system as well, as did the Roman Republic and both the French Directory and Consulate.

Presidential Republic

In a Presidential Republic, the government is dominated by the executive officer, typically titled President, who serves as both Head of Government and Head of State. Radical republicans in the 18th and 19th centuries tended to institute these. Examples include most states in the Americas (incl. the United States), Turkey, and South Korea.

Ministries

You will want at the very least a Ministry of Internal Affairs, a Ministry of Economic Planning (Ministry of Economy), and a Ministry of Defense.

Ministry of Internal Affairs

This ministry handles internal law & order, and contains both the intelligence services (KGB) and law enforcement (Militsiya). You will need them to make sure the laws are followed and efficiency is maintained.

Ministry of Economic Planning

This ministry handles both distribution of resources and imports/exports. Insufficient staffing here will lead to supply shortages and mismanagement. It also handles pricing, assigning workers, and wages.

In a market system, substitute this with the Ministry of Economics, a drastically reduced ministry with its purview limited to imports and exports.

Ministry of Defense

This ministry handles the city's defense and internal security against armed revolutionaries, as well as the protection of military arsenals. It can additionally serve as a reserve force for the Ministry of Internal Affairs.

Buildings requiring management

The following buildings/compounds/factories may need managers assigned at the start of the game: - In the far east of the map, there is a combined prison/police station. This may be effectively used to suppress and contain hardened criminals. - Just south of the city Soviet is located a hospital, well-equipped to deal with the injuries naturally caused whilst preserving the legacy of October. - In the center of the map is a warehouse, equipped with the latest advances in ☭Soviet Superscience☭, allowing you to easily view its complete contents. Use this to assist in resource allocation and planning. - In the northeast of the map is a large mine and steel mill, which can be used to extract minerals and clay for both domestic use and export. - In the southwest of the map is a car factory, well equipped for the mass production of vehicles. - In the northwest is a huge collective farm. It requires a large labor force to plow, but its theoretical capacity is enormous compared to the city's population. - In the far south is a power plant, capable of powering the city. It must be wired to the buildings to provide power. - West of the power plant is the local newspaper.

Trade & Diplomacy

There are other settlements and powers which can be traded with. You must maintain your relations with these settlements to maintain your economy.

Pepelsibirsk-1

Unrelated to Pepelsibirsk itself, this is a military settlement. You may purchase weapons from it. - If relations with them are low, they will refuse to sell you things.

Narodnyygorod

A small town located near Pepelsibirsk, containing a port. It is somewhat wealthy, but maintains a defensive military posture. - If relations with it are low, they will refuse to trade with you.

They are your only source of rubles.

The People's Republic of China

The wastes of the eastern RSFSR have proven to be very lucrative for the People's Republic of China. - If relations with them are low, they will constantly bomb the city and stop sending traders.

They will periodically send traders.

The Soviet Union

What little remains of the Soviet central government. They are willing to tolerate your de-facto independence as long as you provide a steady source of revenue. - If relations with them are low, they will constantly bomb the city and stop sending traders.

They will periodically send traders.

The United States of the Pacific

Following the collapse of the United States, the governments of California, Nevada, Oregon, Arizona, Utah, Idaho, and Washington State formed a federation for mutual protection and economic benefit. They are willing to sell you very advanced technology at high prices. - If relations are low, they will permanently stop sending traders.

They will periodically send traders.

Managing Relations

Diplomatic relations are naturally raised via trading, and lowered by scams and hostility.

Relations go from 0 to 100, anything below 25 counting as hostile.

Law Enforcement

Police should enforce the written laws of their faction. A court is present near the police station and library, which can readily host legal proceedings.

Historical Laws

These are historical laws taken from the Criminal Code of the Russian SFSR. One in-game season = 3 months.








It is recommended to copy/paste these into your faction's criminal code, adjusting as necessary for your government. When modifying it, be clear as to the crime and punishment, but not overly specific. A good criminal code is readily accessible to the public.

HTML [H3]Criminal Code of Pepelsibirsk[/H3]
[small] ---
- "Anti-Soviet agitation and propaganda", punishable by anything between 6 months of imprisonment, to the death penalty, depending on the severity of the offense.
- "Private entrepreneurial activity and activity as a commercial middlemen", punishable by up to 5 years imprisonment and confiscation or property.
- "Using threats or violence toward an official or public worker", punishable by up to 6 months imprisonment.
- "Willful appropriation of the title or authority of an official", punishable by up to 3 years imprisonment.
- "Obstructing the execution of an electoral law", punishable by up to 2 years imprisonment, or 1 year of corrective labour.
---
- "The appropriation of state or public property by means of theft, robbery, assault, embezzlement, or fraud", punishable by 3-15 years of imprisonment.
- "The willful destruction or damaging of state or public property", punishable by either 1 year of imprisonment (10 years in the case of arson) or a fine of 1000 rubles.
- "Theft" against a private individual, punishable by between 2 and 10 years imprisonment depending on the criminal record of the offender.
---
- "Premeditated homicide", punishable by up to 10 years imprisonment, increased to the death penalty in the case of recidivism, "venal motives", or hooliganism.
- "The premeditated infliction of serious bodily injury", punishable by up to 8 years imprisonment.
- "The premeditated infliction of slight bodily injury, or battery", punishable by up to 1 year imprisonment.
- "Hooliganism", punishable by up to 1 year imprisonment or the same time in corrective labour, or a fine not exceeding 500 rubles.
---
- "The abuse of authority or of official position", punishable by up to 8 years imprisonment.
- "The taking of bribes", punishable by up to 5 years imprisonment.
- "The giving of a bribe", punishable by up to 3 years imprisonment, or 1 year of corrective labour.
- "Unauthorized appropriation of Land and unauthorized construction", punishable by a fine of up to 1000 rubles and 6 months of corrective labour.
---
- "Escape from place of confinement or from guards", punishable by up to 10 years imprisonment or corrective labour.
- "Resisting a representative of established government or of society who is performing his duty to keep public order", punishable by up to 3 years imprisonment, 1 year of corrective labour, or a fine not exceeding 600 rubles.
- "Contumely toward a representative of established government or a representative of society who is performing his duty to keep public order", punishable by up to 1 year of corrective labour or a fine not exceeding 500 rubles.
---
- "Illegal carrying, custody, manufacture, or sale of weapons or explosives", punishable by up to 2 years imprisonment.
- "The manufacture or sale of poisonous or narcotic substances", punishable by up to 1 year imprisonment.
[/small]

Economic Planning

Make use of Soviet-type economic planning and material-balance planning, with a centralized ministry of economic planning preparing short-term and long-term economic plans, giving orders to various industries, and directing labour, all the while keeping a strict watch on the city's material stockpiles.

Phonebook

Most important buildings have a telephone.

Government and Ministries

Services and Outreach

Factories, Farms, Infrastructure, and Mines

Ideologies

A short list of real-world ideologies to RP with, for those unfamiliar with politics. Each category is placed in order from left-wing to right-wing, and the ideologies within each category are ordered from the most right-wing to most left-wing.

Socialist Ideologies

Socialism is defined as the philosophical belief in the concept of classes and class struggle in the Marxist tradition, or otherwise radical egalitarianism.

Social Democracy

Social Democrats believe in western-style liberal democracy and capitalism, but believe in regulation and a strong welfare state to ensure good living conditions for the working class. Traditionally, they also believe that these reforms will eventually produce an egalitarian and socialist society.

Menshevism

Similar to Social Democrats, but with the additional beliefs in workplace democracy (Soviets/Councils) and philosophical anti-capitalism (although they still support a market system).

Right-Communism

The politics of Deng Xiaoping and Nikolai Bukharin. Combines the belief in workplace democracy and a single-party state with a "socialist market economy", claiming that true communism can only be achieved after a lengthy period of capitalism.

Marxism-Leninism

The official ideology of the Soviet Union. Closer to left-communism than right-communism, supporting a single-party state and a fully state-planned economy. Traditionally opposed to a cult of personality and in favour of collective leadership, although the Stalinist faction (previously dominant) within it prefers a strong leader acting as a de-facto dictator.

The main distinguishing factors of it is support for "Socialism in One Country" (disavowing world revolution) and a large top-heavy bureaucracy.

The politics of Mao Zedong are typically placed somewhere in-between Left-Communism and Marxism-Leninism - it is referred to as Maoism, and is a more agrarian and anti-bureaucratic branch of Stalinism.

Left-Communism

The politics of Leon Trotsky and the originator of most Marxist-Leninist policies. It is distinguished from Marxism-Leninism by a fervent belief in the necessity of world revolution and opposition to an unelected bureaucracy.

Anarchism (Left)

Anarcho-Communism. No Gods, no Masters! Often accused of being contradictory, but influential nonetheless. It supports worker cooperatives, the abolition of money and its replacement by mutual aid, the complete abolition of the state and its monopoly on violence, and local communes using a form of direct democracy for voluntary governance.

Liberal Ideologies

Liberalism is the form of politics promoted during the Enlightenment, focused on a combination of a capitalist economic structure with support for civil liberties, the rule of law, and representative democracy. The most influential form of politics in the geopolitical west.

Anarchism (Right)

Anarcho-Capitalism. The belief in the abolition of the state and its replacement by a society built on pure capitalism, free trade, and non-aggression.

Market Liberalism

Market Liberals believe in free trade and laissez-faire capitalism. Most are in favour of liberal democracy, although some (e.g. Pinochet) have been authoritarian or even dictatorial.

Liberal Conservatism

Liberal Conservatives combine the economic beliefs of market liberals with conservative politics and support for democracy. They are the typical centrist conservatives of the era. Examples of liberal conservatives include Margaret Thatcher and Ronald Reagan.

Classical Liberalism

The liberals of the Enlightenment. They combine support for human rights and democracy with laissez-faire economic policy.

Social Liberalism

Social Liberals are nearly identical to Social Democrats, except renouncing socialist politics and support for a socialist society.

Radicalism

Radical Republicans, supporting the abolition of monarchy, religion, aristocracy, and all tyranny. They are civic egalitarians and oftentimes sympathetic to socialists. They first emerged during the French Revolution, came back with a vengeance in 1848, and have been slowly dying ever since. Highly internationalist in nature.

Conservative-Reactionary Ideologies

The first half of this category focuses on ideologies which prioritize social conservatism and reactionary politics, rejecting the Enlightenment, liberalism, and egalitarianism.

The latter half of this category has more in common with liberals, but is typically highly opposed to socialist egalitarianism and social policies.

Fascism

The combination of revolutionary nationalism, reactionary social policy, populism, and paternalistic welfare. Ironically, they tend to have a lot in common with more authoritarian socialists, and are primarily separated by social policies and the philosophies which back them. Examples include Mussolini's Italy, Peron's Argentina, Hitler's Germany, and Franco's Spain.

Monarchism (Absolute/Semi-Constitutional)

Support for a hereditary monarchy holding non-ceremonial absolute or executive power. Typically associated with reactionary social policy.

Paternalism

Support for an authoritarian state which acts as a paternal figure over the population, regulating their behaviour but also ensuring no one goes hungry. One example of a paternalist is Otto von Bismarck.

Conservatism

Support for things to stay the way they are or to act according to ideological or social tradition. This can be mixed with virtually any ideology.

Consitutional Monarchism

Support for a ceremonial monarch who does not wield executive power under normal circumstances. Not necessarily illiberal, but technically reactionary if in a republic.

Moderatism

Support for moderate reformism while keeping the basic political form of society intact. Like conservatism, it can be mixed with any ideology.

Decrees

Here are is a set of pre-made decrees/laws to enact should you choose to do so. They are designed for historical communist parties.

Decree on the Prohibition of Factions

  1. Due to current circumstances, unity within the Party must be maintained.
  2. Factionalism within the Party may pose a danger to the proletarian dictatorship.
  3. The Central Committee of the Communist Party henceforth declares all factions within the Party to be dissolved.
  4. Legitimate criticisms of the Party's actions/policies must be delivered without delay, in the most precise form possible, to the relevant authorities.
  5. Failure to follow this decree will result in immediate expulsion from the Party and all relevant administrative offices.
  6. This decree is valid until further notice.
HTML [H3]Decree on the Prohibition of Factions[/H3]
[small]
1. Due to current circumstances, unity within the Party must be maintained.
2. Factionalism within the Party may pose a danger to the proletarian dictatorship.
3. The Central Committee of the Communist Party henceforth declares all factions within the Party to be dissolved.
4. Legitimate criticisms of the Party's actions/policies must be delivered without delay, in the most precise form possible, to the relevant authorities.
5. Failure to follow this decree will result in immediate expulsion from the Party and all relevant administrative offices.
6. This decree is valid until further notice.
[/small]

Decree on Martial Law

  1. All civil liberties are suspended.
  2. Activity by the Ministry of Internal Affairs is to be suspended and all duties and personnel transfered to the Ministry of Defense.
  3. Discretionary power with regards to law enforcement and legal sentencing is granted to the Ministry of Defense.
  4. Failure to follow subsequent instructions by the State or state organs will result in legal punishment.
  5. This decree is valid until further notice.
HTML [H3]Decree on Martial Law[/H3]
[small]
1. All civil liberties are suspended.
2. Activity by the Ministry of Internal Affairs is to be suspended and all duties and personnel transferred to the Ministry of Defense.
3. Discretionary power with regards to law enforcement and legal sentencing is granted to the Ministry of Defense.
4. Failure to follow subsequent instructions by the State or state organs will result in legal punishment.
5. This decree is valid until further notice.
[/small]

Decree on Internal Security

  1. The Ministry of Internal Affairs and its personnel are henceforth granted legal immunity to prosecution, subject to removal by the Central Committee on an individual basis.
  2. The Ministry of Internal Affairs is granted discretionary authority with regards to law enforcement and legal sentencing for the purpose of defending the proletarian dictatorship.
  3. The Ministry of Internal Affairs may preemptively revoke the civil liberties of specific individuals suspected of anti-Soviet agitation.
  4. This decree is valid until further notice.
HTML [H3]Decree on Internal Security[/H3]
[small]
1. The Ministry of Internal Affairs and its personnel are henceforth granted legal immunity to prosecution, subject to removal by the Central Committee on an individual basis.
2. The Ministry of Internal Affairs is granted discretionary authority with regards to law enforcement and legal sentencing for the purpose of defending the proletarian dictatorship.
3. The Ministry of Internal Affairs may preemptively revoke the civil liberties of specific individuals suspected of anti-Soviet agitation.
4. This decree is valid until further notice.
[/small]

Decree on Soviet Elections

  1. In accordance with the principle of workplace democracy, delegates to the Supreme Soviet are to be elected in every farm, factory, and barracks, using a universal and secret vote.
  2. Delegates to the Supreme Soviet must be members of the Communist Party, and approved by the Supreme Soviet.
  3. Only one candidate may stand in each election; they may be approved or rejected by the electorate. If they are rejected twice, a new candidate will be chosen by the Supreme Soviet.
  4. Elections are to be held immediately after the dissolution of the Supreme Soviet by the Chairman of the Supreme Soviet.
  5. This decree is valid until further notice.
HTML [H3]Decree on Soviet Elections[/H3]
[small]
1. In accordance with the principle of workplace democracy, delegates to the Supreme Soviet are to be elected in every farm, factory, and barracks, using a universal and secret vote.
2. Delegates to the Supreme Soviet must be members of the Communist Party, and approved by the Supreme Soviet.
3. Only one candidate may stand in each election; they may be approved or rejected by the electorate. If they are rejected twice, a new candidate will be chosen by the Supreme Soviet.
4. Elections are to be held immediately after the dissolution of the Supreme Soviet by the Chairman of the Supreme Soviet.
5. This decree is valid until further notice.
[/small]

Decree on Party Unity

  1. In accordance with the principle of democratic centralism, failure to maintain party discipline in voting is considered anti-Soviet agitation.
  2. All voting on measures in the Supreme Soviet is to be conducted in public and announced immediately to the public.
  3. Constructive internal debate within the party is permitted and encouraged.
  4. Once the party line on a particular subject has been decided by consensus, further discussion of the subject is prohibited.
  5. All members of the Party must work towards the implementation of party policy, without complaint or dissent.
  6. This decree is valid until further notice.
HTML [H3]Decree on Party Unity[/H3]
[small]
1. In accordance with the principle of democratic centralism, failure to maintain party discipline in voting is considered anti-Soviet agitation.
2. All voting on measures in the Supreme Soviet is to be conducted in public and announced immediately to the public.
3. Constructive internal debate within the party is permitted and encouraged.
4. Once the party line on a particular subject has been decided by consensus, further discussion of the subject is prohibited.
5. All members of the Party must work towards the implementation of party policy, without complaint or dissent.
6. This decree is valid until further notice.
[/small]

Premade Constitutions

These constitutions are provided to aid in the establishment of new factions.

Constitution of the Pepelsibirsk Soviet Socialist Republic

Article 1
The Pepelsibirsk Soviet Socialist Republic, henceforth referred to as the Pepelsibirsk SSR, is a socialist state, founded on the ideology of Marxism-Leninism, and the advancement of the working class.

Article 2
All power in the Pepelsibirsk SSR is held by the people, expressed through their elected People's Deputies in the Supreme Soviet.

Article 3
The Communist Party of Pepelsibirsk holds a leading role in guiding and developing the Pepelsibirsk SSR. It is the voice of the people's will.

Article 4
The official ideology of the Communist Party of Pepelsibirsk is Marxism-Leninism.

Article 5
Trade unions, labour organizations, and worker cooperatives shall work to benefit the advancement of the people of the Pepelsibirsk SSR.

Article 6
The Pepelsibirsk SSR operates on the principle of Soviet democracy and Democratic Centralism. Workers shall elect delegates to the Supreme Soviet, as directed by the Communist Party of Pepelsibirsk.

Article 7
The economy of the Pepelsibirsk SSR operates on the principle of socialist economic planning, in which all economic activity is managed by the State for the benefit of the working class.

Article 8
Private ownership of the means of production is illegal and banned. No one has the right to use their personal property in a selfish or greedy manner. Personal property used in such a manner is forfeit.

Article 9
Personal property includes clothing, food (within a reasonable quantity for personal consumption), money, and simple consumer goods. The right to own and cherish one's personal property is protected by the State. Personal property shall not be used in contradiction to Article 8.

Article 10
The Armed Forces of the Pepelsibirsk SSR, henceforth referred to as the Red Army, is formed for the protection of the working class, our achievements, and our rights.

Article 11
All citizens of the Pepelsibirsk SSR are eligible for conscription into the Red Army.

Article 12
The Supreme Soviet is to elect the Presidium of the Supreme Soviet, which operates in-between sessions of the Supreme Soviet and holds all powers of the Supreme Soviet except for the power to make constitutional amendments.

Article 13
Citizenship in the Pepelsibirsk SSR is granted to all working residents of the city of Pepelsibirsk.

Article 14
All citizens of the Pepelsibirsk SSR have the right to: - Vote, using a secret ballot, for delegates to the Supreme Soviet. - Work, for the benefit of society. - Expression, of all personal beliefs, excluding those against the constitutional order. - Housing, in a building assigned by the State. - Healthcare, free of any charge. - Security, including protection from crime and anti-constitutional expressions. - Education, including full literacy, and knowledge about the socialist system. - Act in a manner in accordance with civil society and this Constitution.

Article 15
It is the duty of every citizen to perform labour beneficial to society. Evasion of this labour is considered social parasitism and will be punished according to the law.

Article 16
All candidates for election to the Supreme Soviet must be a citizen of the Pepelsibirsk SSR, at least 18 years of age, and free of mental illness.

Article 17
Those who lose eligibility to be a candidate for election to the Supreme Soviet shall lose their seat in the Supreme Soviet.

Article 18
The following organizations may approve candidates for election to the Supreme Soviet: - The Communist Party of Pepelsibirsk - The Red Army - The United Industrial-Agricultural Workers Union

Article 19
All industrial and agricultural workers in the Pepelsibirsk SSR are automatically members of the United Industrial-Agricultural Workers Union, whose leader is appointed by the Supreme Soviet.

Article 20
There are four ministries: - The Ministry of Defence, charged with commanding the Red Army. - The Ministry of Internal Affairs, charged with maintaining public order. - The Ministry of Economic Planning, charged with planning and managing the economy. - The Ministry of State, charged with keeping order within the government itself. The Minister of State acts as Head of State.

The ministers of these ministries are appointed by the Supreme Soviet from its own membership, and are automatically members of the Presidium of the Supreme Soviet.

Article 21
The Chairman of the Supreme Soviet is elected from the membership of the Supreme Soviet, and serves as head of government. They are automatically a member of the Presidium of the Supreme Soviet. The Chairman is subject to the confidence of the Supreme Soviet, and may be removed by a majority vote.

Article 22
Elections are mandatory after the vacancy of a majority of the seats in the Supreme Soviet. Elections may additionally called by decision of the Supreme Soviet, or its Chairman.

HTML [H3]Constitution of the Pepelsibirsk Soviet Socialist Republic[/H3]
[b]Article 1[/b]
[small]The Pepelsibirsk Soviet Socialist Republic, henceforth referred to as the Pepelsibirsk SSR, is a socialist state, founded on the ideology of Marxism-Leninism, and the advancement of the working class.[/small]
[b]Article 2[/b]
[small]All power in the Pepelsibirsk SSR is held by the people, expressed through their elected People's Deputies in the Supreme Soviet.[/small]
[b]Article 3[/b]
[small]The Communist Party of Pepelsibirsk holds a leading role in guiding and developing the Pepelsibirsk SSR. It is the voice of the people's will.[/small]
[b]Article 4[/b]
[small]The official ideology of the Communist Party of Pepelsibirsk is Marxism-Leninism.[/small]
[b]Article 5[/b]
[small]Trade unions, labour organizations, and worker cooperatives shall work to benefit the advancement of the people of the Pepelsibirsk SSR.[/small]
[b]Article 6[/b]
[small]The Pepelsibirsk SSR operates on the principle of Soviet democracy and Democratic Centralism. Workers shall elect delegates to the Supreme Soviet, as directed by the Communist Party of Pepelsibirsk.[/small]
[b]Article 7[/b]
[small]The economy of the Pepelsibirsk SSR operates on the principle of socialist economic planning, in which all economic activity is managed by the State for the benefit of the working class.[/small]
[b]Article 8[/b]
[small]Private ownership of the means of production is illegal and banned. No one has the right to use their personal property in a selfish or greedy manner. Personal property used in such a manner is forfeit.[/small]
[b]Article 9[/b]
[small]Personal property includes clothing, food (within a reasonable quantity for personal consumption), money, and simple consumer goods. The right to own and cherish one's personal property is protected by the State. Personal property shall not be used in contradiction to Article 8.[/small]
[b]Article 10[/b]
[small]The Armed Forces of the Pepelsibirsk SSR, henceforth referred to as the Red Army, is formed for the protection of the working class, our achievements, and our rights.[/small]
[b]Article 11[/b]
[small]All citizens of the Pepelsibirsk SSR are eligible for conscription into the Red Army.[/small]
[b]Article 12[/b]
[small]The Supreme Soviet is to elect the Presidium of the Supreme Soviet, which operates in-between sessions of the Supreme Soviet and holds all powers of the Supreme Soviet except for the power to make constitutional amendments.[/small]
[b]Article 13[/b]
[small]Citizenship in the Pepelsibirsk SSR is granted to all working residents of the city of Pepelsibirsk.[/small]
[b]Article 14[/b]
[small]All citizens of the Pepelsibirsk SSR have the right to:
- Vote, using a secret ballot, for delegates to the Supreme Soviet.
- Work, for the benefit of society.
- Expression, of all personal beliefs, excluding those against the constitutional order.
- Housing, in a building assigned by the State.
- Healthcare, free of any charge.
- Security, including protection from crime and anti-constitutional expressions.
- Education, including full literacy, and knowledge about the socialist system.
- Act in a manner in accordance with civil society and this Constitution.[/small]
[b]Article 15[/b]
[small]It is the duty of every citizen to perform labour beneficial to society. Evasion of this labour is considered social parasitism and will be punished according to the law.[/small]
[b]Article 16[/b]
[small]All candidates for election to the Supreme Soviet must be a citizen of the Pepelsibirsk SSR, at least 18 years of age, and free of mental illness.[/small]
[b]Article 17[/b]
[small]Those who lose eligibility to be a candidate for election to the Supreme Soviet shall lose their seat in the Supreme Soviet.[/small]
[b]Article 18[/b]
[small]The following organizations may approve candidates for election to the Supreme Soviet:
- The Communist Party of Pepelsibirsk
- The Red Army
- The United Industrial-Agricultural Workers Union[/small]
[b]Article 19[/b]
[small]All industrial and agricultural workers in the Pepelsibirsk SSR are automatically members of the United Industrial-Agricultural Workers Union, whose leader is appointed by the Supreme Soviet.[/small]
[b]Article 20[/b]
[small]There are four ministries:
- The Ministry of Defence, charged with commanding the Red Army.
- The Ministry of Internal Affairs, charged with maintaining public order.
- The Ministry of Economic Planning, charged with planning and managing the economy.
- The Ministry of State, charged with keeping order within the government itself. The Minister of State acts as Head of State.
The ministers of these ministries are appointed by the Supreme Soviet from its own membership, and are automatically members of the Presidium of the Supreme Soviet.[/small]
[b]Article 21[/b]
[small]The Chairman of the Supreme Soviet is elected from the membership of the Supreme Soviet, and serves as head of government. They are automatically a member of the Presidium of the Supreme Soviet. The Chairman is subject to the confidence of the Supreme Soviet, and may be removed by a majority vote.[/small]
[b]Article 22[/b]
[small]Elections are mandatory after the vacancy of a majority of the seats in the Supreme Soviet. Elections may additionally called by decision of the Supreme Soviet, or its Chairman.[/small]

Constitution of the Republic of Pepelsibirsk

Article 1
The Republic of Pepelsibirsk, henceforth referred to as Pepelsibirsk, is a republic founded on the principle of popular sovereignty.

Article 2
All power in Pepelsibirsk is held by the people, expressed through popular elections for President.

Article 3
The Armed Forces of Pepelsibirsk, henceforth referred to as the Army, is formed for the protection of the state and its people.

Article 4
All citizens of Pepelsibirsk are eligible for conscription into the Army.

Article 5
Citizenship in Pepelsibirsk is granted to all working residents of the city of Pepelsibirsk.

Article 6
All citizens of the Pepelsibirsk SSR have the right to: - Vote, using a secret ballot, for the President. - Expression, of all personal beliefs. - Housing, in a building assigned by the State. - Security, including protection from crime. - Education, including full literacy.

Article 7
All candidates for election to the position of President must be a citizen of Pepelsibirsk at least 18 years of age.

Article 8
There are three ministries: - The Ministry of Defence, charged with commanding the Army. - The Ministry of Internal Affairs, charged with maintaining public order. - The Ministry of Economics, charged with managing the economy.

The ministers of these ministries are appointed by the President.

Article 9 Elections are to be called every 10 years, or upon the order of the President.

HTML [H3]Constitution of the Republic of Pepelsibirsk[/H3]
[b]Article 1[/b]
[small]The Republic of Pepelsibirsk, henceforth referred to as Pepelsibirsk, is a republic founded on the principle of popular sovereignty.[/small]
[b]Article 2[/b]
[small]All power in Pepelsibirsk is held by the people, expressed through popular elections for President.[/small]
[b]Article 3[/b]
[small]The Armed Forces of Pepelsibirsk, henceforth referred to as the Army, is formed for the protection of the state and its people.[/small]
[b]Article 4[/b]
[small]All citizens of Pepelsibirsk are eligible for conscription into the Army.[/small]
[b]Article 5[/b]
[small]Citizenship in Pepelsibirsk is granted to all working residents of the city of Pepelsibirsk.[/small]
[b]Article 6[/b]
[small]All citizens of the Pepelsibirsk SSR have the right to:
- Vote, using a secret ballot, for the President.
- Expression, of all personal beliefs.
- Housing, in a building assigned by the State.
- Security, including protection from crime.
- Education, including full literacy.[/small]
[b]Article 7[/b]
[small]All candidates for election to the position of President must be a citizen of Pepelsibirsk at least 18 years of age.[/small]
[b]Article 8[/b]
[small]There are three ministries:
- The Ministry of Defence, charged with commanding the Army.
- The Ministry of Internal Affairs, charged with maintaining public order.
- The Ministry of Economics, charged with managing the economy.
The ministers of these ministries are appointed by the President.[/small]
[b]Article 9[/b]
[small]Elections are to be called every 10 years, or upon the order of the President.[/small]

Lore

A map of the world as known to Pepelsibirsk in early 1976. The greyer a part of the map, the less those areas are under a recognizable centralized authority - though these areas are not typically lawless, instead ruled by roving gangs of bandits demanding protection money, small city-states, local councils, military forces engaged in brutal fighting, and disorganized rebels or guerillas fighting against central authority. Flags represent areas that are controlled as a central or federal government, whereas coats of arms represent governments that are highly decentralized and have no clear borders, claimed or unclaimed.

Major conflicts include the recent civil war between the Turkestan Federal Republic and the Turkestan SFSR, the Japanese Civil War between communists and loyalists to the Yamato dynasty, and the Second Chinese Civil War, which began mere days ago after the launch and spectacular success of Project 'National Glory' by the Republic of China/Taiwan.

Rules

Server Rules

General Rules:

What staff say is law, so if when they ask you to stop, you must stop.

Prohibited Behaviors:

"Nomads" Server:

Additional Rules:

Escalation:

Because the server is considered MRP/HRP, it means you must “escalate” conflicts. Escalation is the act of using RP to build up tension before engaging in a conflict. Verbal communication should take plaace Usage of emote verbs and the “me” verb are strongly encouraged for escalating when you cannot communicate verbally. For example, if you want to rob someone, escalation should look something like this:

Good Escalation:

Person 1: “You there! I like your backpack! You should hand it over!”

Person 2: “What? No! This is my backpack, go get your own!"

Person 1: “I said give me that backpack! Do it or else you’re going to get hurt!”

Person 1 draws out a weapon!

Person 2: “Was that a threat? I will never yield to you!”

Person 2 draws out a weapon!

Person 1: “So be it! That backpack is mine!”

Combat Begins

Bad Escalation:

Person 1: “Give me your backpack!”

Person 2: “No!”

Combat Begins

If someone is ignoring your attempts to escalate, or makes it so you can’t talk to them to escalate (For example, they walk away mid-conversation and keep walking when you try talking.) then they may be attacked.

Language Barrier

If you don't share a mutual language, you still need to properly escalate and convey your intent. Rather than screaming and tryng to push them down and punch them like a monkey with no brain, try using *me and describing things. Like if you wanted someone to leave, "Points to (person you want to leave) and points away from the settlement with an angry expression and hand by his sword". Theres better ways to communicate than trying to be a monkey bashing his fists against his chest and flinging shit at people.

War:

Wars are very special things, and should not be handled lightly. Wars should be escalation on a large scale, one small skirmish with a few people between two factions does not count as war. Only a member of the faction with a leading role may declare war. A faction when wanting to start a war needs to have a significant reason to. When in any doubt, the faction leader should contact an admin beforehand. Wars should always have advance warning for the defending side like any escalation, and all wars must have a chance for the other side to back down (EX: “We want your oil wells! Allow us to take this town and leave, or else you must die!”)

Non-Nomads Maps:

On non-nomads maps, you must play the role you join as (For example, if you join as a blacksmith, you open up a shop.) When there are multiple teams/factions, their relationships are considered neutral unless it is stated otherwise (ex: Colonists do not attack Natives randomly). When teams do have a dispute, people with combat roles should be the ones fighting, not civilians or shopkeepers.

Persistence and Semi-Pers

On nomads when the mode is set to semi-pers (this can be checked through the discord by asking or seeing that the restart vote has been disabled in game,) you may not raid bases/dwellings or go to war with factions that are offline. A good way to tell is if you hear or see someone inside the settlement you want to raid, or you can ask any staff that are on if the owners are online. This does not apply to publicly accessable buildings (non-locking doors, open areas with no gates or locked doors you have to pass through to get in.) If an area is relatively easy that anyone could get in (breaking a glass window which when broken removes the obstacle, or hopping a fence into someone's backyard.) then you can access it.

GULAG Rules

Occupation Rules

TDM Server:

Additional Rules:

Discord Rules

The following list is non-exhaustive, for more detailed information regarding the Discord server rules, please refer to the #information channel on it.

The following content is not allowed to be posted:

Sammirhayeed

Sammir Hayeed

A middle eastern Palace that had come under siege by Christdom's Crusaders, will you defend the sultanate or plunder it?

Siege

Siege

Setting

This Game mode is set in lower Italia(Italy) before the Roman Republic became the Empire we all love and adore, the Romans are here to capture a Greek colonies' castle, while the Greeks have established a long-term defense of their castle.

Roman Roles

| Roles | Image | Description | Diffuculty | | -------------------------------- | ----- | -------------------------------------------------------------------- | ---------- | | Centurion (Roman Commander) | | Plan a strategy to crush Greek's Castle, command your Squad Leaders. | Very Hard | | Decurion (Roman Squad Leader) | | Follow commander's orders and command your men. | Hard | | Signifer (Roman Standard Bearer) | | Follow Squad Leader's orders and kill the Greeks. | Medium | | Legionarius (Main Infantry) | | Follow Squad Leader's orders and kill the greek defenders. | Medium | | Saggitarius (Light Archer) | | Assist others and follow your Squad Leader's orders. | Easy |

WIP Greek Roles

| Roles | Image | Description | Difficulty | | -------------------------------- | ----- | ------------------------------------------------------------------------- | ---------- | | Centurion (Roman Commander) | | Plan a strategy to crush the roman's assault, command your Squad Leaders. | Very Hard | | Decurion (Roman Squad Leader) | | Follow commander's orders and command your men. | Hard | | Signifer (Roman Standard Bearer) | | Follow Squad Leader's orders and kill the roman invaders. | Medium | | Legionarius (Main Infantry) | | Follow Squad Leader's orders and kill the roman invaders. | Medium | | Saggitarius (Light Archer) | | Assist others and follow your Squad Leader's orders. | Easy |

Starter_Guide

Starter Guide

This guide mostly pertains to survival in the sandbox Civilizations and Nomads game mode.

Spawning in

Crafting Basics

You will need some basic things to survive. At the very start you will most likely be using wood to make them.

The same mechanic for opening crafting menu applies to all materials. Activate in hand to open the crafting menu.

Also, now introducting Mining 101.

Ores are valuable crafting materials which you mine out of the rock.

WARNING: IF MINING UNDERGROUND, BUILD MINING SUPPORTS WITH WOOD EVERY 2 TILES OR YOU WILL HAVE A CAVE-IN!

More details about mining here.

What to do with metal ores - Guide to Metallurgy.

Staying alive

To survive, you will need to keep yourself nourished and warm.


Click your Thirst and Hunger icon on the right side (stomach icon) to know how you're doing.

Letting either hunger or thirst reach 0% will cause your body to start shutting down, leading to inevitable death!

Hunger and thirst affect your movement speed, healing rates and mood.

Being slow makes you easy prey for predators, criminals, and cannibals. Malnourishment also makes it easier to catch diseases.

Hunger

The easiest way to get food early on is by killing animals and eating the meat after cooking it. Also, you can eat bird eggs, even uncooked!

There are many ways to fill your stomach. Even an unga dunga can do it!

Thirst

The easiest way to quench your thirst early on is by drinking water or milk, though other liquids like tea can also be used.

Water

You can get water from puddles, any water tiles (except saltwater - do not drink nor boil it!), or wells.

Avoid drinking "raw" water from puddles, rivers and lakes! It needs to be boiled to be safe (see below).

Milk

Milk is regenerated in the animals over time, so keep them alive, and you'll never go thirsty.

Palm wine

Palm wine could save your life in the desert areas. Follow the steps in the Guide to Cooking to make it (glass is made by firing dug sand piles in the campfire).

Mood


Click this icon to see your current mood and hygiene levels. When you need to go to the toilet, it will also tell you how exactly you need to... relieve yourself.

Are you constantly feeling depressed? Getting weird audio randomly out of nowhere? Well, then you've got a shit mood! Here are the ways to increase your mood:

  1. Drugs, such as cocaine and opium. Smoking tobacco as well.
  2. Good complex foods like boiled rice, roasted meat steak, noodles, sandwiches, etc.
  3. Alcohol, like vodka and sake.

Things that can decrease mood:

  1. Other people's stench (when they have a cloud of filth around them, they decrease your mood and you get a message that they smell).
  2. Your own stench.
  3. Your own low hygiene.
  4. Killing others (drastically decreases mood, especially cutting someone's head off).
  5. Eyeing delimbed body parts and gore.
  6. Mood also slowly decreases on its own.

Seeing too much of extreme gore will result in developing PTSD, which is incurable! After a while, you will start hallucinating and having catatonic breakdowns. Antidepressants and drugs will temporarily block these effects.

Now you know how to manage your mood with these not so effective up keeps! But did you know mood affects more than you thought? Mood can affect your max skill stats. If you're feeling great, you can have 2.875 as a stat cap. When your mood is shit, it can only be 2.0 (it will appear as 20x, but it's actually 2.0x) So your mood can actually affect your ability to do things and speed of doing things greatly, and thus does matter, especially in combat situations.

Temperature


Keep an eye out on your temperature icon!

If it is flashing blue with a white snowflake, you are freezing up!

If it is red and there is sun instead, you are melting from heat!

Winter seasons can bring an icy chill that can seriously hurt and slow you down, or even kill you. Blizzards are especially deadly, and just wearing a fur coat will not cut it, so make sure you have a shelter ready before it is too late.

Southern climates could be merciless in their own way, so be careful that you do not overheat to the point of a heat stroke. Resting in a roofed shelter from time to time and wearing appropriate clothing (for instance, "traditional" desert clothes) can save you from fainting and shrivelling in a sweltering heat.

Fur Clothing

Fur clothing can keep you warm in the winter, but it will not save you if you are caught in a blizzard.

You can make fur clothing by skinning large furry animals like bears and wolves. Yes, you can finally skin furries with no repercussions.

Shelter

Shelter can save you from even the toughest of conditions.

Any roofed area is considered a shelter.

Fire

Crackling fires will keep you warm even without a coat.

Dangerous animals

The world is teeming with wildlife. Most of them are pretty tame and easy prey, but steer clear of the big game unless you're a skilled hunter, otherwise you'll become minced meat yourself!

You want to avoid these, unless you're robust or need some pelts:

Night time

You'll need a light source to see in the night and in dark indoor areas.

The basic source of light is the torch.

Torches will last for 5 minutes and then burn out.

For a more permanent light source, you can build braziers from stone. You can fuel it with any organic matter like wood or clothing - simply use items on the brazier on Help intent.

Saving your character

If you simply log off, your character will be left unconscious and helpless, lying face-down on the floor, liable to get killed or robbed or just starve to death.

To avoid that, go to sleep properly: - Stand over a bed or buckle yourself to a leather bedroll (no need to buckle to beds). Do not have anything in your hands - you will lose it permanently! - Type "sleep" in the chat (without "say") or click "Sleep" on the IC tab. - Wait 2 minutes to be teleported to a safe zone. - Sleep tight. Now you can log off. If you go to sleep with full stomach (100% of food and water), your character will last about 3 RL days. All things you have on yourself will be safe, except that you drop whatever you have in your hands, leaving it in the sleep zone! - To wake up, type "wake-up" (again, without "say") or click "Wake Up" on the IC tab. You will be teleported to the spot where you went to sleep.

You can also save someone else if they happened to faint in the middle of the street. Buckling to bed slows the increase of thirst and hunger, so the buckled person will live longer and even indefinitely, if cared for with food and water regularly.

Additional info

Status tab

The Status tab has some general info about the ongoing round, both OOC and IC, namely: - number of players - round duration - current map - current mode (usually states research mode) - current epoch - current wind (important if you are sailing) - time of day

Supply_Raid

Supply Raid

This map is a battle in the Caribbean between the British and the local hostile Natives.

British (Hostile) Natives (Hostile)

The_Art_of_the_Deal

The Art of the Deal

Welcome to The Art of the Deal, a game mode where you will need to plan, negotiate, bribe, and backstab if you wish to become the winning faction. This game mode has specific mechanics and rules that you need to familiarize with before playing, so read below - this article is not exhaustive, it only takes a few minutes. Not knowing the rules because you haven't read them before playing isn't a valid excuse if you're caught breaking them.

The Factions

There are four companies in the game mode:

In some rounds, the Police might be active. The Police station is near the center of the map - see The Art of the Deal#The Police for their specific mechanics.

There are also Paramedics. They have a fully furnished hospital and ambulances. Be aware that killing a paramedic will greatly reduce your faction's score! Both the Police and Paramedics can be reached by calling 911.

Companies

The HQ

Each company headquarters features a meeting room, an armory/storage room, a vault, a common area, and a garage. Below is a screenshot of the Red Corporation's HQ - all others have a similar layout.

Red HQ

Meeting Room

This is where the team members spawn. Players should take some time before the grace wall ends to plan their strategy. There is a wall map that can be used to check which areas to go to.

Armory

At every company's HQ there is a storage room with equipment racks. While the equipment is free, you will have to spend some of the company money to buy weapons at the gun shop or on the DEEPNET.

Vault

The vault is where your team's starting disks are located. The vault is where money should be deposited to keep it safe. Team leaders should make sure the money is spent appropriately.

The Map

The map is divided into 10 columns from A to J, and 10 lines from 1 to 10. Each square has 22x22 tiles. You can check your current position on the top of the screen, along with the coordinates. At the HQ, there is a wall map that can be used for planning during the briefing: this map can be drawn on. Players also spawn with a portable map.

Minimap

Radios and Phones

Each person spawns with a single-frequency radio tuned to that factions frequency. It can be used to securely talk with their fellow faction members. You will need another faction's radio to listen to their frequency.

Company Telephones can be used to contact 911 or other companies. The numbers are pre-stored in the address book of the static phones at the HQ.

CEO have a personal cellular phone at their disposal.

Computers

Each base has computers that can be used to access the black market (DEEPNET), the E-LEKTRA store and to send e-mails to other companies. Each company has a general e-mail, as described below, but each member also has a personal e-mail. When you login you can see all the personal and global e-mails.

| Company | HQ Phone | Global E-mail | | ------------------- | -------- | ----------------- | | Rednikov Industries | 1111 | mail@rednikov.ug | | Kogama Kraftsmen | 2222 | mail@kogama.ug | | Giovanni Blu Stocks | 3333 | mail@blu.ug | | Goldstein Solutions | 4444 | mail@goldstein.ug |

Disks

Each company starts with several real and fake disks. Only the company who produced the disk can check if it is real or not by examining the disk!

Disks also have active and inactive states. To activate a disk, you need to touch it with another faction's disk, for example, during an exchange. Disks can only be activated once. You can check if a disk is active by examining it.

To read a disk, put it into the computer at the HQ. What you get for it depends on three factors: 1) if the disk is real, 2) if it is active, and 3) if it was exchanged (activated) with a real or fake disk.

Reading an inactive disk:

Reading an active disk:

| | | | | ----- | ------------------------- | ------------------------- | | A↓ B→ | Real | Fake | | Real | Both give $200 & 200 pts | Real gives $500 & 500 pts | | Fake | Real gives $500 & 500 pts | Both lose 400 pts |

Manufacturing chips (components)

Each company has a factory area that can be used to produce electronic components (chips). They need a specific precursor crystal to produce their faction-specific component, that must be acquired from other companies - They will also be able to order a precursor needed for another company to manufacture their proprietary component.

To produce, use the crystals on the loader part of the machine and wait about 1 minute.

Example: Red needs Yellow chips, so Red buys yellow precursor crystals and makes a deal with Yellow, they trade the precursor and cash for chips. Yellow then takes the yellow precursor and manufactures yellow chips. Yellow then gives back the yellow chips to Red (or not).

The company will receive e-mails with orders for components regularly, so be sure to check the desktop computer. Each order will feature a postbox location where the products are to be delivered in the correct amount. The payment will be delivered directly to the safe at the company's HQ.

Precursors (crystals) can be ordered from the E-LEKTRA marketplace on each desktop.

| Company | Precursor Needed | Chip Produced | | ------- | ------------------- | --------------- | | Red | crimsonite crystals | RDKV S-445 chip | | Green | verdine crystals | KOGM S5R1 chip | | Yellow | galdonium crystals | GS-IC-M3 chip | | Blue | indigon crystals | GBSA-1994 chip |

Vehicles

Do not drive a vehicle without knowing how, make sure you drive on the right side of the road! https://civ13.github.io/civ13-wiki/Guide_to_Tanks#driving Vehicles can be bought at the car dealership in the center. Be aware that driving stolen cars will get you a warrant!

Guns

There are two ways of acquiring guns - legal and illegal.

To get them legally: go to the Police Station with 100 dollars and use the terminal at the reception. You need to have the money in your hands when ordering it. You will need to have a clean police record. Then you can go to the gun store and buy them.

To get them illegally, you will need to either buy them from another company, get someone to buy them for you, or find a black market vendor. Be aware that unregistered guns with their numbers filed out are illegal to possess even when you have a gun permit.

Citizen's Arrest

You can arrest a member of another company who has a pending warrant. Bring him handcuffed/roped to the station and use the terminal near the reception. You will get paid 100 dollars.

The Police

The police is in charge of making sure everyone follows the law. Check The Art of the Deal#Rules for which laws can be enforced.

The Station

Police Station

Main Room

This is where the team members spawn. Players should take some time before the grace wall ends to plan their strategy. Each member spawns with a map that can be used to check which areas to go to.

Armory

The Police armory has plenty of equipment available for free for all the members of the force. Other factions can't access the lockers.

Evidence Room

This is where the Police should keep apprehended money, unlicensed guns, and disks. They will count towards the score as long as they're there.

Jail

If the police manage to arrest a faction member, they should be brought here. Sit them in the bench next to the terminal, and use it to check for warrants. If the suspect has pending warrants, it will automatically clear them and give the Police points, so they can be released.

Garage

The Police Department has two starting police interceptors below the police station, this zone is not available to the public and anyone trespassing should be detained and booked.

The Map

See The Art of the Deal#The Map.

Radios

Police radios are single-frequency and encrypted, meaning that other factions cannot listen to police communications unless they manage to get one of their radios.

Police Codes

As an officer, you can use police codes for fast broadcasting. It will be automatically converted to plaintext. Just use the radio prefix followed by the code, for example, ";10-4" for affirmative.

| Code | Meaning | | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 10-0 | On my way (show current location) | | 10-1 | Share Location | | 10-2 | Report in as being available | | 10-3 | Report in as being busy | | 10-4 | Affirmative / Roger | | 10-5 | Negative / Impossible | | 10-6 | Returning to the Police Station | | 10-7 | Prisoner in custody / Arrested suspect | | 10-8 | Request immediate assistance / Officer injured - All non-busy units should answer with a 10-0 and proceed to location (shows current location) | | 10-9 | Officer down, all units should answer with a 10-0 and proceed to location (shows current location) - This is automatically sent if an officer gets killed, no need for manual input, use 10-8 instead. |

Going Undercover

As a police officer, you can go undercover by switching into civilian clothes (available at the armory) and toggling the undercover mode under the IC tab. Make sure to bring your badge in case you get detained.

Objectives and Rules

Each faction has different objectives that will count towards the score.

Companies

Each company must acquire as much money as possible. Dead members will reduce the score. Money must be stored in the safe. To see how the disk conversion to money works, check The Art of the Deal#Disks. Attacking Police Officers should be avoided at all costs, as it will reduce the company's points and give the police reason to search the HQ!

Score Values:

| | | | --------------------- | --------- | | Money | 1$ = 1 pt | | Dead Members | -100 pts | | Killed Police Officer | -250 pts | | Killed Paramedic | -500 pts |

Police

The police get points for arresting company members after bringing them to jail at the police station, after processing their warrant. They will lose points for every officer killed. Apprehended disks and money also count towards the score, and are to be kept in the Evidence Room in order to take effect. Crystals and chips are legal and are not considered contraband.

Rules

Escalation is required for any role when they are attacking another role with the exception of Police Officers when they are enforcing the law, only. Paramedics, Doctors, Nurses may only defend themselves and are to rely on the protection of the Police.

The police has the right to stop and search any person with reasonable suspicion and/or solid evidence of a crime. A police dog indicating contraband on a person in a public area is valid grounds for a search. Vehicles may be searched at all times without probable cause, including setting up road blocks to search all traffic coming through. Company's properties are exempt from this rule, as a search can only be conducted if there is a search warrant, issued either automatically when a company harms or kills a police officer, or by a Judge.

Police officers must prioritize non-lethal force at all times. Fleeing suspects may not be shot if they aren't hostile.

A police officer has the authority to arrest a suspect if they:

Should a suspect flee from law enforcement and enter their workplace, entrance may be forced; otherwise, a search warrant is required.

The following items may be confiscated, without an arrest being necessary:

Suspects in confinement have the right to food and medical care while in custody. Within reason and if security measures allow it, a suspect in confinement may request legal representation from a genuine attorney (for the time being, a "Legitimate Businessman") and confer with them. In that regard, privacy is not guaranteed and is at the discretion of the police. Only if the attorney interferes with police work will they be prosecuted for Obstruction of Justice.

Suspects can be bailed out of jail for nonviolent crimes for a fee of 500$ or a reasonable amount set by the sheriff. This amount is to be paid in cash at the station and stored in the Evidence room. In the case of violent crimes, a suspect may be released after some time on the Sheriff's responsibility or on a court order from the Judge (or on an administrative request).

Breaking the above rules will result in penalty points and, at the discretion of an admin, job bans up to and including a playing ban.

Score Values:

| | | | ------------------------- | ---------- | | Company's Disks | 300 pts | | Processed Warrants | 300 pts | | Citizen's Arrest Warrants | 100 pts | | Money | 1$ = 1 pts | | Dead Officers | -150 pts |

Round Example

The Red team contacts all the other teams to sell their disk. Green and Blue are interested. Blue offers more money, so they decide to go with them; however, Red decides to double-cross the Green team, scheduling a meeting near the gas station and warning the police about it.

Blue and Red successfully trade a disk for 400$. Meanwhile, the police show up and manage to arrest one of the green company members, while the rest of the team gets away.

The Green team contacts the Police in order to bail out their member: They offer 350$. The Police accept and both schedule a meeting to deliver the money.

Tribes

Tribes

Tribes is a fantasy gamemode with several races, described below.

Humans

Gorillas

Wolves

Orcs

Ants

Lizards

Crustaceans

Tsaritsyn

Tsaritsyn

The Battle of Tsaritsyn was a military confrontation between Bolshevik forces and the White Army during the Russian Civil War. It was for control of the significant city and port on the Volga River in southwestern Russia. The battle resulted in a Bolshevik victory.

White Army (Tsar Loyalist Army) ,Red Army (Bolsheviks)

Voyage

Voyage

Avast! Set sail on the high seas of adventure aboard the Good Ship; a two masted, 12 cannon pirate vessel during the golden age of piracy. Pursue plunder and peril, though not necessarily in that order, across the Caribbean sea. Transform your impoverished boat and crew into a force to be reckoned with and work together to become rich beyond your wildest imaginings!

Roles

Superior Officer Roles

The Captain is responsible for plotting the ship's course.

The Boatswain is the Head of Personel of the ship. He can use the Officer tab to assign jobs to regular sailors (but not officers). He can use the Crew Log Book to check the active crew members and respective jobs.

The Quartermaster is Head of Logistics. He is responsible for ensuring the ship's stocks are kept at a decent level. He can use the Log Book to check the current stocks stored below deck.

Sailor Roles

Sailor is a generic role assigned by default to sailors. They're supposed to help wherever it might be needed.

The Surgeon is a specialist role, responsible for keeping the crew healthy.

A Nurse is a sailor assigned to support the Surgeon. While he doesn't have the same level of medical knowledge, he can still be useful in a ship with not enough Surgeons.

Carpenter

Marine

Cannonier

Navigator

Officer

Cook

The Deputy Boatswain and Deputy Quartermaster are the second in command to the Boatswain and Quartermaster respectively, and can replace them if they get injured or killed.

The Ship

Insert ship photo

Decks

Describe the upper and lower decks with respective areas

Navigation

Voyage navigation

Sextant

The Sextant shows you the current coordinates, ship orientation, progress to the next coordinates and state of the ship's flooding.

Wheel

The wheel lets you change the ship's course.

Anchor Capstan

You can use this to raise and lower the anchor. Raising the anchor during an encounter will start a 2 minute timer before the location is abandoned.

Map

The map shows you the current known islands and ships.

Sails, Rigging and Maintenance

Fixing masts and ship walls/floors, sinking

Log Books

Boatswain and Quartermaster books

Gunnery and Tools

Ship's bell, cannons, grappling hooks

The Map

Voyage game map

Ships

There are 6 ship classes ingame. The starting player's ship is a Flute (size 3)

| Ship | Size | Image | Cannons (top/bottom - total) | Crew | Description | | -------- | --- | ---------------- | ------------ | --- | ------------------------------- | | Xebec | 1 | ship1 | 6/0 - 6 | 10 | The smallest ship, this single-deck, single-mast ship packs 6 cannons and a small crew. There is no cargo hull so loot will be smaller. | | Schooner | 2 | ship2 | 4/0 - 4 | 20 | This fast ship has a sizeable cargo hull, but also packs a decent amount of crew for its size. Only has cannons on top deck. | | Flute | 3 | ship3 | 6/4 - 10 | 15 | This swift, double masted ship has a small-ish crew, but packs a good punch in terms of firepower. | | Brig | 4 | ship4 | 6/10 - 16 | 40 | The Brig is a long ship with a large crew. | | Galleon | 5 | ship5 | 16/16 - 32 | 50 | The Galleon is a large, wide ship with a massive amount of cannons and a considerable cargo hull. | | Man-O-War | 6 | ship6 | 24/24 - 48 | 65 | This is a massive ship, and you probably shouldn't take it head-on unless you have a sizable crew and several cannons. |

Islands

Types of islands